Files
kaizen/backends/imgui_impl_glfw.cpp
irisz64 17c41323d9 Squashed 'external/imgui/' changes from f4d935909..3f0699cf0
3f0699cf0 Backends: Vulkan: Fix failing assertion for platforms where viewports are not supported (#8734)
adfa5364c Merge branch 'master' into docking
673eb7de9 Version 1.92.0
da3c86925 Demo: added TextLinkOpenURL() call in Widgets section.
2819ab32f Layout: commented out legacy ErrorCheckUsingSetCursorPosToExtendParentBoundaries() fallback. (#5548, #4510, #3355, #1760, #1490, #4152, #150)
6f21bed66 Fonts: removing assert from legacy PushFont() to mirror new PushFont(). for consistency.
719a3fe98 Additional comments on ErrorCheckUsingSetCursorPosToExtendParentBoundaries(). (#5548)
5bc70c68e Fonts: fix PushFont(NULL) to work as advertised.
dcf14505e Backends: SDLGPU: fixes call to SDL_MapGPUTransferBuffer(). Fixes artifacts on OSX/Metal. (#8465, #8703)
d8c695371 Fonts: comments.
e4bba0b53 Merge branch 'master' into docking
89b5a2c3d (Breaking) Fonts: removed ImFontFlags_DefaultToLegacySize.
97e0d5961 (Breaking) Fonts: removed PushFontSize(), PopFontSize().
ca72eb059 (Breaking) Fonts: obsolete PushFont() default parameter.
04a5b9c2c Backends: SDL3: fixed pulling SDL_PROP_WINDOW_COCOA_WINDOW_POINTER into viewport->PlatformHandleRaw. (#8725, #8726)
776897d3c Fonts: fixed PVS Studio false positive "expression 'cmd_count != draw_list->CmdBuffer.Size' is always false." (#8720, #8465)
7cd567202 Merge branch 'master' into docking
0218ddd57 Fonts: moved GetFont(), GetFontSize(), GetFontBaked() to higher section.
6722d789e (Breaking) Fonts: Removed support for PushFont(NULL) which was a shortcut for "default font".
6e846c56b Demo: fixed ID conflicts. (#8723)
608dd96de Fonts: fixed RenderText() asserting when crossing VtxOffset change boundaries. (#8720, #8465)
a49ddaac8 Fonts: add comments and examples for GlyphExcludeRanges[].
613a6a964 Fonts: AddFontDefault() adds to GlyphOffset.y instead of overriding it.
0dc2885f3 InputText: fix for InsertChars() to work on read-only buffer. (#8714, #8689, #8242)
efe2b21a5 Backends: GLFW: Fixed not installing WndProc hook in all GLFW version, so AddMouseSourceEvent() logic was missing for some viewports.
e132b444a Backends: GLFW: Fixed crash when using GLFW 3.3 (#8713, #8676, #8239, #8069)
4fde473f3 Backends: warning fixes (for docking branch).
afe20dc9b Backends: warning fix.
b580c1130 Merge branch 'master' into docking
e97e55adb Backends: Fixed various warnings discovered when using MinGW GCC 15/Clang on latest backends.
2f9c518ca Textures: ImTextureData::GetPixels() returns void* for clarity.
9a50c0917 Bsckends: SDL2, GLFW: fixed ImGui_ImplXXXX_GetContentScaleXXX functions never using SDL 2.0.4 & GLFW 3.3 path in master.
3a964d18e Comments on ImGuiMod_XXXX and ImGuiKey_GamepadXXXX values.
8d6e66d38 Backends: DX10, DX11, DX12, OpenGL3, Vulkan, WGPU: Assert when CreateDeviceObjects() calls return false.
f7dabede8 Backends: Allegro5: Fixed missing invisible mouse cursor, broken by ee8941e0d.
725d185a3 Backends: DirectX12: fixed build on MinGW. (#8702, #4594)
2a8c75f3e Backends: GLFW: amend for multi-context support with multi-viewport. (#8676, #8239, #8069)
c2c38beec Merge branch 'master' into docking
f633a6058 Backends: GLFW: Added support for multiple Dear ImGui contexts. (#8676, #8239, #8069)
d290e583c Backends: GLFW: fixed WndProc relying on current context. (#8676, #8239, #8069)
c56e8b496 imgui_freetype: fixed NULL that creeped in instead of nullptr.
344d5ff4b Merge branch 'master' into docking
b2c73596a InputText: fixed a buffer overrun that could happen when using dynamically resizing buffers. (#8689)
12626b85c InputText: minor changes to match for both insert chars paths to look more similar.
08bb34814 Misc: removed static linkage from operators to facilitate using in C++ modules. (#8682, #8358)
041abe852 Revert "Misc: removed static linkage from operators to facilitate using in C++ modules. (#8682, #8358) [@radjkarl]"
39a90ac4d Misc: removed static linkage from operators to facilitate using in C++ modules. (#8682, #8358) [@radjkarl]
f2e4e8039 Windows: BeginChild(): fixed being unable to combine manual resize on one axis and automatic resize on the other axis. (#8690)
fe048efea DrawList, Fonts: fixed PushFont()/AddImage() not restoring correct atlas texture id when using multiple atlas (#8694)
24f7328e5 DrawList, Fonts: fixed ImFontAtlasTextureRepack() overwriting draw list shared data UV's etc. even when not bound. (#8694, #8465)
842837e35 imgui_freetype: fix conversion null -> bool in FontBakedLoadGlyph (#8696)
6b3cbb10a Backends: Vulkan: correct minimum pool size assertion (#8691)
d896eab16 Backends: OSX: ImGui_ImplOSX_HandleEvent() only process event for window containing our viewports. Amend 7ac99a4 for docking. (#8644)
4cf85ee54 Merge branch 'master' into docking
cfa43e721 Windows: clicking on a window close button doesn't claim focus and bring to front. (#8683)
d8da97f75 Fonts: UpdateCurrentFontSize() early out doesn't need to clear FontBaked.
ca3169310 Fonts: fixed FontBaked=NULL in initial call to SetCurrentWindow() in Begin() using previous frame value of SkipItems. (#8465)
1ec1510ef Fonts: clarify assert. (#8680)
7ac99a436 Backends: OSX: ImGui_ImplOSX_HandleEvent() only process event for window containing our view. (#8644)
b7f13df13 Docs: reformat Changelog.
571dae966 Backends: WGPU: added ImGuiBackendFlags_RendererHasTextures support. (#8465)
b178fd428 Backends: WebGPU: moved sampler creation out of ImGui_ImplWGPU_CreateFontsTexture().
115a8e74c Fonts: update misc comments, docs.
41f4acfb4 Fonts: add has_textures parameters to ImFontAtlasUpdateNewFrame().
7b8e00013 Fixed duplicate symbols in some compile-time configurations.
1ce75e2bc Fixed duplicate symbols in some compile-time configurations.
e8f831dea Merge branch 'master' into docking
f6fc16658 TreeNode: fixed runtime asan warning (#2920)
a0b3eceec Fixed using IMGUI_DISABLE_DEMO_WINDOWS without IMGUI_DISABLE_DEBUG_TOOLS and without linking with imgui_demo.cpp
7d70c0ff9 Merge branch 'master' into docking
7a42233d4 imgui_freetype: fixed using legacy names.
895bff652 Removed unneeded check in RenderText() loop + disable static analyzer false-positive warnings.
e43fd7537 Merge branch 'master' into docking
df068ce11 Various/misc fixes following back-and-forth dynamic_fonts->master->docking merges. Added missing API BREAKING CHANGES section.
e4055e763 Fonts: Misc merge fixes.
1e130e045 Examples: set ConfigDpiScaleFonts / ConfigDpiScaleViewports in all examples already setup for scaling.
65857236c Backends: GLFW, SDL2, SDL3, update for docking to use helpers.
6af6cec23 Merge branch 'master_fonts' into docking
96be95731 Docs: update Changelog, FAQ, Fonts docs.
4acce8565 Fonts: tweaks demo and exposure to sliders, etc.
cc3d4cab2 (Breaking) renamed ImFontConfig::FontBuilderFlags -> FontLoaderFlags. ImFontAtlas::FontBuilderFlags -> FontLoaderFlags. ImGuiFreeTypeBuilderFlags -> ImGuiFreeTypeLoaderFlags.
e1481a731 Fonts: fixed NewFrame() when atlas builder has been created but fonts not added. Fixed GetCustomRect() after atlas clear.
29fbf3c1e Fonts: demote ImFont::GetFontBaked() as slighty internal.
0e769c541 Fonts: amend UpdateCurentFontSize() early out optimization.
573f08135 Fonts: fixed PopFont() broken recovery.
2e67bd4de Fonts: rename to ImFontAtlasBuildLegacyPreloadAllGlyphRanges().
c18301f35 Examples: remove explicit font sizes from AddFontXXX() calls. Add commented out style.FontSizeBase assignment.
02f58b320 Fonts: AddFont() functions now allow size_pixels==0.0f (only required when using certain functions)
bc394410a Examples: Win32+DX9/DX10/DX11/DX12, SDL2+DX11/OpenGL2/OpenGL3/SDLRenderer/Vulkan, SDL3+OpenGL/SDLGPU/SDLRenderer/Vulkan: made example DPI aware by default. (master + docking: partial support for multi-dpi by scaling fonts + viewports but not style)
b98e92839 Backends: SDL2, SDL3, GLFW: Backport small part of c90ea13 from docking.
8269924c3 Backends: GLFW: added ImGui_ImplGlfw_GetContentScaleForMonitor(), ImGui_ImplGlfw_GetContentScaleForWindow() helpers.
9da3e6696 Backends: SDL2: added ImGui_ImplSDL2_GetDpiScaleForDisplay(), ImGui_ImplSDL2_GetContentScaleForWindow() helpers.
d72e66cde Examples: remove comments/references about baking and GetGlyphRangesJapanese().
2d2b1cee6 Fonts: internals: renamed g.FontSizeBeforeScaling to g.FontSizeBase for consistency.
3c27c643a Fonts: internals: renamed g.FontScale to g.FontBakedScale for clarity. Comments.
d85e22d20 Added style.FontScaleDpi which is the field overwritten by ImGuiConfigFlags_DpiEnableScaleFonts.
8766efcba (Breaking) Renamed io.FontGlobalScale to style.FontScaleMain.
80c08f228 (Breaking) Fonts: obsoleting SetWindowFontScale().
59a11363a Fonts: ground work for allowing SizePixels to be optional.
402db2ef3 Fonts: fixed passing negative sizes to stb_truetype loader.
1e118ab89 Fonts: added ImGuiStyle::FontSizeBase. Ensuring PushFontSize() works before main loop and across NewFrame().
b029be6b6 Fonts: avoid calling GetFontBaked() during SetFontSize(). Also fixes loading extraneous baked on atlas that will be locked
033cdc413 Fonts: comments and slight packing of ImFontConfig fields.
69547bd4b Fonts: ImFont::DefaultSize -> ImFont::LegacySize. ImFontFlags_UseDefaultSize -> ImFontFlags_DefaultToLegacySize.
e3860aa6a (Breaking) Fonts: removing obsolete ImFont::Scale.
25f9c318e Fonts: added "Input Glyphs Overlap Detection Tool". Added "Clear bakes", "Clear unused" buttons. Move code.
5926c877a Fonts: detect if ImFontAtlasUpdateNewFrame() is not being called.
9f8b4bdaf Fonts: fixed edge case calling RenderText() without priming with CalcTextSize().
b2343d624 Fonts: fallback to default default rasterizer density + pick one from existing viewports at the time of calling AddUpdateViewport().
83aad8127 Fonts: comments + made IMGUI_DEBUG_LOG_FONT() work without an ImGui context.
f3780c735 Fonts: adding GetFontBaked() in public API.
92ff15376 Fonts: added notes/comments and dummy type about renaming ImFontBuilderIO::GetBuilderForFreeType() to ImFontLoader::GetFontLoader().
3d848a886 Fonts: fixed support for IMGUI_STB_NAMESPACE.
822903e56 Fonts: fixed ImFontAtlas::RemoveFont() with multiple sources.
5ee984555 Fonts: automatically set current rasterizer density to viewport density. Effectively should fix most things on macOS.
ea756ede1 Fonts: reorder ImFontFlags according likelihood of being useful.
1b51a88bb Fonts: moved compare operators to internal. Removed commented out ones aimed legacy backends: not needed anymore since we didn't rename ImTextureID.
39f6c793b Fonts: proof of concept support for user textures.
91ed6e67b Fonts: fixed support for multiple atlases.
fad5280d4 Fonts: fixed broken support for legacy backend due to a mismatch with initial pre-build baked id.
65e603997 Fonts: remove unnecessary ImDrawListSharedData::FontAtlas which is actually getting in the way of using multiple atlases.
46fa9e8ef Fonts: Debug display status. Fixed truncated raw texture id. Fixed FormatTextureIDForDebugDisplay(). Comments.
f6735c223 Fonts: remove ImFontHooks in favor of a AddRemapChar() implementation.
89e880dfd Fonts: adding ImFontHooks for codepoint remapping.
8523cbdf5 Fonts: rework ImFontLoader::FontBakedLoadGlyph() interface
4dec946ae Fonts: don't pretend to half recover from OOM for now + debug log filename on load failure.
b32ef3c05 Fonts: make RasterizerDensity a dynamic field. (temporarily exposed as SetFontRasterizerDensity()).
8140a9d8a Fonts: comments on ImTextureData fields.
42e7bb80b imgui_freetype: removed anonymous namespace + extracting two functions outside of ImGui_ImplFreeType_FontSrcData.
6a455e128 imgui_freetype: moving data out of ImGui_ImplFreeType_FontSrcData.
5310f5fba Fonts: rework toward reducing reliance on ImFontConfig::DstFont since we ought to separate them.
2b0d49a90 Fonts: make ImFont::Sources a vector.
e7efe94fd Fonts: shallow rework of ImFontAtlasBakedAddFontGlyph() to facilitate upcoming change.
890fff92f Fonts: rename many internal functions for consistency. No other changes.
c4fa9bb61 Fonts: add ImFontGlyph::SourceIdx. Extract code out of DebugNodeFont() into DebugNodeFontGlyphesForSrcMask().
bcd1a94b8 Fonts: Extract ImFontAtlasBuildGetFontBaked() out of ImFont::GetFontBaked() mostly for consistency with upcoming changes + tweak locals in AddFont().
7840e453b Fonts: ImFontAtlasBuildInit() is always called with atlas->Builder == NULL.
eb650c468 Fonts: fixed unused variable warning.
c43b138a6 Fonts: no need to load current baked on SkipItems window? + removed unused field.
cdfa537ad Fonts: packing of shared basic/line/cursor data uses more public API.
ed2bb2cff Fonts: encode additional data in ImFontAtlasRectId to detect invalid id + added Rects debug browser.
0436fba13 Fonts: fixed compaction gc-ing baked fonts used in the current frame + rename.
e8035b94e Fonts: misc tidying up.
d789263e0 Fonts: internal rendering uses higher level functions.
12599da53 Fonts: do not mark whole ImTextureData struct as IMGUI_API to fix warning when used in ImVector<> (8559)
fb5c53708 Fonts: changing loader/backend or loader flags may be done without losing custom rects. Sharing more code.
526a5d0f8 Fonts: tidying up.
1ea9ff367 Fonts: add optional out parameter to AddCustomRect()
074bf39e4 Fonts: GC Compact All exposed in Metrics->Memory Allocations includes compacting texture data.
23dc46c4f Fonts: added RemoveCustomRect().
e9cf3de58 Fonts: moved ImFontAtlasRectId back to public API.
69d28f867 Fonts: added ImFontAtlasRectId_Invalid == -1
db30e1b5b (Breaking) Fonts: rework GetCustomRect() api. Reintroduce ImFontAtlasRect.
f40274702 (Breaking) Fonts: renamed AddCustomRectRegular() -> AddCustomRect().
253dff765 Fonts: Comments.
fc8708113 Fonts: fixed GetCustomRectUV().
9324961cd Fonts: fixed calling AddFontXXX not invalidating texture for legacy backends.
44498825c (Breaking) Fonts: PushFont() default to preserve current font size.
168b97c29 Fonts: removed size rounding in AddFont() which breaks relative sizing of merged fonts (8502)
2de15dc64 Fonts: fixed legacy backend path preloading all sources sizes erroneously + failing to use ellipsis.
5460903f9 Fonts: awkwardly alias old TexID name to TexRef using an union (may backtrack and just keep old name)
cb4c03756 Fonts: detect if backend assign to texture on creation but doesn't update Status.
a548cd993 Fonts: avoid both ImTextureRef fields being set simultaneously.
0fff7ceda Fonts: comments, tweaks, minor amends.
e41bf16ff Fonts: fixed ImTextureID() being zero-cleared instead of using ImTextureUserID_Invalid. .
8bd1fc4f0 Textures: Added ImTextureRef::GetTexID() mostly for consistency.
cc65015e4 Fonts: fixed crashing password fields.
41517bca0 (Breaking) Fonts: renamed CalcCustomRectUV() to GetCustomRectUV() for simplicity.
4048494aa Fonts: rename ImFontAtlasBuildClearTexture() to ImFontAtlasBuildClear().
f816b861f (Breaking) Fonts: rename GetCustomRectByIndex() to GetCustomRect(). Made return struct const.
85d050758 Fonts: narrowed invalid value for ImFontAtlasRectId to -1 a we will change implementation.
b12c42e75 Fonts: change uses of ImFontAtlasRect to ImTextureRect for simplicity.
e76cfe5aa Fonts: fixed implicit init when calling AddCustomRectRegular(). LoaderShutdown match BuildDestroy.
7ac1bff48 Fonts: fixed an issue calling legacy ImFontAtlas::Clear().
144f44421 Fonts: fixed memory leaks, shutting down font loader, and on AddFont() failure in FreeType backend.
52a686377 Textures: ImTextureData pixels are not immediately destroyed on setting ImTextureStatus_WantDestroy.
8ea0ae454 Fonts: fixed a bug using size specified by secondary font sources.
735d31e54 Demo: Exposed some basic UI in demo for sanity.
41a0e991f Fonts: Added UI to edit FreeType loader flags. Added ImFontAtlasBuildReloadAll() / ImFontAtlasBuildReloadFont()
40f988ce2 Fonts: in ShowFontAtlas() preserve open-state for latest texture. Improve debug display.
c98e3c0ef Fonts: ImFontConfig::GlyphExcludeRanges is owner and copied.
da51485e1 Fonts: Obsolete GetGlyphRangesXXX() functions. Update font documentation.
93410c47e Fonts: Fixed various small warnings / build issues.
dec8d3863 Fonts: Added a ImFontFlags_NoLoadError flag to let user code try file paths. (3611)
131f5c57a Textures: Detect when using a texture that's about to be destroyed.
0b7133912 Demo: Add a "Fonts" section for visibility.
161e22232 Fonts: GetFontBaked() default to searching for closest size font.
e98a314e0 Textures: Added ImTextureData::UsedRect.
2bf6879da Fonts: tidying up font scale logic.
ef6beaeff Fonts: removed LockSingleSrcConfigIdx which isn't needed anymore since we don't load glyphs in ImFontAtlasBuildAddFont().
d8a612f73 Fonts: Fallback glyph is now lazily loaded on demand (yay!). Moving ImFontBaked:: functions outside of class.
78a17038c imgui_freetype: no need to store metrics locally.
18c8a93cc Fonts: Rework ImFontLoader signatures.
c06a7585a Fonts: A font source can specify its own loader/backend.
1cfc0de31 Fonts: Core allocates per-baked-per-src backend buffers, to allow having custom backend per font source. Backend BakedInit/Destroy/AddGlyph process a single source.
d59f10d7f Fonts: reinstated ImFontAtlasBuildSetupFontCreateEllipsisFromDot() compatible with baked system, lazily baked.
76b252f80 Fonts: Added ImFontAtlasBakedSetFontGlyphBitmap().
92993e68c Fonts: Baked system, fix subsequent sources overriding shared font metrics.
dc1320df6 Fonts: ImFontFlags: ImFontFlags_NoLoadGlyphs + add ImFontFlags_LockBakedSizes
8a8d8a7b3 Fonts: Exposed CompactCache(). Hide ClearCache().
eb79e3ab3 Fonts: Restore a functional AddCustomRectFontGlyph().
815553c4b Fonts: ImFontConfig: added GlyphExcludeRanges[].
96786a183 Fonts: Create a fallback glyph if none is available (fix crash on fonts with no fallback)
066b24d74 Fonts: Fixed _OnChangedTextureID() asserting when calling on e.g. finalized drawlists.
82b81fce6 Fonts: PushFontSize() with -1 uses sources[0]'s size for now (backward compat design)
658059022 Fonts: Allow PushFont/NewFrame/PopFont idioms to function.
842c313db Fonts: Reordered ImFont fields.
99f6b305c Fonts: Baked system, v12: support GlyphOffset / GlyphMinAdvanceX / GlyphMaxAdvanceX by scaling from ref value.
df694c89b Fonts: Baked system, v11.
57d345ff8 Textures: Comments around ImTextureID type.
3ce753c48 Fonts: Debug dump to disk, debug log.
be151977c Fonts: Texture resizing favor growing height, halve pack nodes.
daaf0e4ef Fonts: Added PushFontSize(), PopFontSize() api. Added font_size param to PushFont() as well.
80404fae3 Fonts: clarify ClearTexData() as not supported with dynamic atlases.
093d01269 Fonts: Baked system, with auto-bind, v10.
7aba8da55 (Breaking) Fonts: CalcWordWrapPositionA() -> CalcWordWrapPosition(), takes size instead of scale as this will be needed.
a2371ef90 Internals: added ImStableVector<> helper.
fb69a09d6 Fonts: Fixed leak due to indirectly recursing ImFontAtlasPackInit().
c5653d5f3 Fonts: stb_truetype loader: Reworked scale handling to suggest this is not required caching.
b203ac1e0 Fonts: Reduced reliance on ImFontConfig::DstFont.
722f6013f Fonts: Added a bit of user facing tooling.
bd19bc508 Fonts: Removed BuildClearGlyphs(), conflated with ClearOutputData()
2bf6552f2 Fonts: Fixed/improved support for legacy backend. SetTexID() writes into our ImTextureData to keep the indirection, clear TexIsBuilt.
ba62becb7 (Breaking) Fonts: remove ImFontAtlasCustomRect which is now the same as ImTextureRect
a509790a1 Fonts: Added back support for AddCustomRectFontGlyph()
953ce90d2 Fonts: ImFontAtlasBuildInit() uses the occasion to sync HasTexUpdates from imgui context, narrowing the scope where it isn't set.
288055180 Fonts: Comments, remove ImFontAtlas facing BuildGrowTexture(), BuildCompactTexture(). Make IsBuilt() obsolete.
8ed4e2dde Fonts: Basic heuristic to repack instead of growing. Moved rects count/surface to internals.
2137b3448 Textures: Added atlas's TexMinWidth/TexMinHeight/TexMaxWidth/TexMaxHeight.
14614f561 Textures: Ensure UpdateBox is set on texture _WantCreate state too.
b06f3c6d1 Fonts: turn public facing BuildRegisterGlyph() into ImFontAtlasBuildAddFontGlyph() thats sets up UV.
4ff1631b3 Fonts: Rasterizing ellipsis character from dot as one glyph + avoid preloading if it not needed.
a2bc3d81c Fonts: Fixed support for multiple contexts.
cec3e945f Fonts: added ImFontAtlas::RemoveFont(), fixed various leaks.
df8450d92 Fonts: marked ImFontAtlas::Build() as obsolete
4399599de Fonts: ClearCache(), ImFontAtlasBuildGetTextureSizeEstimate(), tweak clearing functions.
ef1521b47 Fonts: fix for password fields
a51a26e2a Fonts: use a structure for post-processing - easier to pass things around and iterate on.
553b1c301 Fonts: repack without full reload, discard rectangle, fixed CustomRect api with stable id, remove public BuildInit().
a6c780192 Fonts: Measured and tweaked CalcTextSize() computation to minimize cost in our stress tests.
076a1ab85 Fonts: Misc amends, remove _PackNodesFactor, comments.
ac13683c2 Fonts: ImFontAtlas accept DrawListSharedData not being set.
43cc3fc8b Fonts: optimization bake FallbackAdvanceX into IndexAdvanceX[].
4f27792ff (Breaking) Removed atlas->TexDesiredWidth now unnecessary (github 327)
b670f799d Fonts: use TexGlyphPadding. Fixed packing issues. Removed old code.
0f553c57b Fonts: AddFont() actually does the work, so we can handle errors & return an accurate return value.
1269467fa imgui_freetype: Removing old code.
08e1e7681 imgui_freetype: Added Freetype implementation for new architecture.
26c017d5e Backends: Metal: added ImGuiBackendFlags_RendererHasTextures support.
ee8941e0d Backends: Allegro5: added ImGuiBackendFlags_RendererHasTextures support.
16fe666e3 Backends: SDLGPU3: added ImGuiBackendFlags_RendererHasTextures support.
e538883a2 Backends: SDL_Renderer3: added ImGuiBackendFlags_RendererHasTextures support.
9fa65cd19 Backends: SDL_Renderer2: added ImGuiBackendFlags_RendererHasTextures support.
abe294bfd Backends: Vulkan: added ImGuiBackendFlags_RendererHasTextures support.
0430c55b8 Backends: OpenGL2: added ImGuiBackendFlags_RendererHasTextures support.
dbb91a574 Backends: OpenGL3: added ImGuiBackendFlags_RendererHasTextures support.
eefe5d5aa Backends: DirectX12: added ImGuiBackendFlags_RendererHasTextures support.
2d2b1bc1c Backends: DirectX10: added ImGuiBackendFlags_RendererHasTextures support.
75efba7ec Backends: DirectX9: added ImGuiBackendFlags_RendererHasTextures support
372fd27e7 Backends: DirectX11: added ImGuiBackendFlags_RendererHasTextures support.
c20e160e0 Textures: added texture list pointer in ImDrawData.
208705368 Textures: Adding a RefCount to textures so backend can avoid destroying them on shutdown if atlas is shared.
a21a2e855 Textures: Single Textures[] array allows backend to not have to care about atlases.
ee357aadd Textures: Add ImTextureUserID_Invalid + introducing SetTexID().
2cde9125d Fonts: Selecting font config source list done by shared code.
0f0473bf1 Fonts, Textures: main code for ImGuiBackendFlags_RendererHasTextures feature.
191a728ec (Breaking) added ImTextureRef struct. Changed ImDrawCmd::TextureId to TexRef.
e55415bfe (Breaking) renamed/moved ImGuiConfigFlags_DpiEnableScaleFonts -> ioConfigDpiScaleFonts, ImGuiConfigFlags_DpiEnableScaleViewports -> io.ConfigDpiScaleViewports
b2f39318c Adding .cache to ignore list. (#8674)
201899b61 Backends: OpenGL3: Fixed using non-existing features on GLES 3.20 which would push a GL error. (#8664)
eaac68ca2 Merge branch 'master' into docking
c3d7ada9d Demo: add indentation to simplify upcoming merges.
91f72bbe1 Demo: omit ImGui:: prefix from ShowStyleEditor(), ShowUserGuide() code.
9485aeb5c Demo: changed default framed item width to use Min(GetFontSize() * 12, GetContentRegionAvail().x * 0.40f).
e877f78b0 TreeNode: minor amend to b7ab2b7. (#2920)
ef503ab0c TreeNode: fixed out of bound access in ImGuiTreeNodeFlags_DrawLinesXXX feature. (#2920)
b7ab2b752 TreeNode: fixed an issue where tree lines are not drawn on node opening frame. (#2920)
a92b53df7 Backends: Win32: Viewports: handle WM_DPICHANGED in backend when ImGuiConfigFlags_DpiEnableScaleViewports flag is enabled.
ac6b84a7d Viewports: fixed handling of simultaneous move + resize (e.g. toggling maximized) when ImGuiConfigFlags_DpiEnableScaleViewports is enabled.
5e17c0801 Merge branch 'master' into docking
69e1fb50c Docs: fixed missing commit credit. (#8656)
e6913f58b imgui_freetype: Update lunasvg API to support v3.0+ (#8656, #6842, #6591)
c3a3a39e9 Nav: fixed abnormal clipping disable over large ranges, could lead to stall. (#3841, #1725)
19289d587 Nav: fixed scroll fallback (when there are no interactive widgets to jump to) not being enabled on windows with menu or title bar.
c53c9a864 Clipper: further mitigation/improvements for abnormally large contents ranges (larger than e.g. 2^31). (#3609, #8215)
87a6443c5 Scroll: fixed contents size, scrollbar visibility and scrolling reet issue with abnormally large contents ranges. (#3609, #8215)
2bf57bbad Refactor: move SetCurrentFont(), PushFont(), PopFont() to a section.
77f1d3b31 Refactor: move SetCurrentFont(), PushFont(), PopFont() to a section.
407a0b972 (Breaking) Fonts: CalcWordWrapPositionA() -> CalcWordWrapPosition(), takes size instead of scale.
346f5c681 Platform IME: Fixed multi-viewports IME support, affecting SDL backends. (#8648, #8584, #7492, #6341)
5f0acadf7 RenderTextEllipsis() added breaking comments.
143924bbf Image(), ImageWithBg(): added extra comments. (#8131, #8238)
1ffa7a40a TextLinkOpenURL(): added bool return value on click. (#8645, #8451, #7660)
e11ad6b77 Merge branch 'master' into docking
415dddf0f Tooltips: tooltips have a maximum size corresponding to host display/monitor size.
10a0eb3e1 Alter windows min/max size logic to prioritize enforcing size_max bounds rather than size_min.
cdb5cbe6f (Breaking) Commented out ImGuiListClipper::ForceDisplayRangeByIndices() which was obsoleted in 1.89.6.
d93d918ec (Breaking) Commented out PushAllowKeyboardFocus()/PopAllowKeyboardFocus() which was obsoleted in 1.89.4. (#3092)
6d939fced (Breaking) TreeNode: renamed ImGuiTreeNodeFlags_NavLeftJumpsBackHere to ImGuiTreeNodeFlags_NavLeftJumpsToParent for clarity. (#1079, #8639)
9361c3517 Backends: SDL2, SDL3: maximum room for sanitizer to not be zealous.
c008c7d49 Merge remote-tracking branch 'origin/master' into docking
c90ea1315 Viewports: added per-viewport FramebufferScale, Platform_GetWindowFramebufferScale() + Backends: GLFW, SDL2, SDL3, Apple: added support. (#1065, #1542, #1676, #1786, #2826, #3757, #5081, #5580, #5592, #6465, #7273, #7779 etc.) )
63554bcee Backends: OSX: rename internal struct for consistency with other backends.
b5a73033a Examples: Apple: Amend build scripts and gitignore, fix misc OSX warnings. (#8637)
2df9e9b10 Examples: Apple: add Makefile for example_apple_metal, example_apple_opengl2. (#8637)
2fd474132 Update pull_request_template.md
4e487cfa9 stb_textedit: subsequent comments to match ocornut/stb branch. (#8635, #7925)
1387d356a stb_textedit: subsequent fixes for next/prev word impl (not used by imgui) + PageUp/Home/End (no side effect but more correct) (#8635, #7925)
5c3ac9333 stb_textedit: minor edits to match PR submitted upstream.
61242e2e6 InputText: fixed cursor positioning issue using up/down keys on non-ASCII text. (#8635, #7925)
08689c51a Backends: GLFW, SDL2, SDL3: include GLFW/SDL version number in io.BackendPlatformName.
4a6ba9539 Backends: SDL3: Comments (#6146)
e33069ce5 Viewports: fallback DpiScale pulled from fallback Monitor for consistency.
b9ac32a0d Backends: DirectX12: Make sure texture sampling in the dx12 backend is not limited to the highest mip. (#8631)
f484af34c Font: rename ImFont::AddRemapChar() parameters for clarity. (#609)
ba513ba80 Backends: DX10, DX11, DX12: honor FramebufferScale. (#8412)
0a222a3e2 Backends: Vulkan: fixed build with VK_NO_PROTOTYPES.
bf68040dc Backends: Vulkan: fixed build with VK_NO_PROTOTYPES.
37fba4bed Backends: Vulkan: fixed validation errors during window detach in multi-viewport mode. [docking branch amend] (#8600, #8176)
1c8fad73f Merge branch 'master' into docking
bbc89b639 Backends: Vulkan: fixed validation errors during window detach in multi-viewport mode. (#8600, #8176)
64a5e2748 Docs: bad merge error.
d1dc2a329 Backends: Vulkan: Load dynamic rendering functions using vkGetDeviceProcAddr() + try both non-KHR and KHR versions. (#8600, #8326, #8365)
46235e91f Examples: SDL3: specify SDL_WINDOW_HIGH_PIXEL_DENSITY and make centering consistent + call SDL_RenderScale().
afd3a36f6 Demo: added basic Fonts section under main demo (same as Metrics one) for visibility.
c5e2bb7cd Backends: SDLGPU3: Fixed creating atlas texture earlier than other backends.
ef62aa733 Backends: SDL3: macOS: Fixed secondary-viewports not appearing on a different monitor than the main viewport.
e3bfaab3f Examples: update xcode projects.
c0dfd65d6 Backends: Win32: Fixed an issue where externally losing mouse capture (due to e.g. focus loss) would fail to claim it again the next subsequent click. (#8594)
20066a896 Examples: DirectX12+Win32: also test for IsIconic() for sleeping since we don't seem to get a DXGI_STATUS_OCCLUDED signal when minimized. (#8603)
3f8033324 Demo: Dual List Box: fix sorting function, in theory should return 0 when equal. (#8601)
75ddd9a6c Backends: SDLGPU3: added support for ImDrawCallback_ResetRenderState. (#8599)
b3c96bde8 Demo: use IM_ARRAYSIZE more consistently InputText calls in demo window (#8596)
cbb8edb0b Tables: fixed an assert when combining Tables, Frozen Rows, Clipper and BeginMultiSelect() in a certain order. (#8595, #8250)
fcdaa3279 Backends: GLFW: Disable multi-viewports under Wayland. (#8587)
fe298cf98 Revert "Backends: SDL2, SDL3: viewports created with ImGuiViewportFlags_NoInputs are passing SDL_WINDOW_TOOLTIP to SDL_CreateWindow(). (#8576)"
75964a986 CI: run on ubuntu-latest.
b81991ac0 Backends: SDLGPU3: clear ImGuiBackendFlags_RendererHasViewports flag on shutdown.
2a000ee09 Backends: SDL2, SDL3: viewports created with ImGuiViewportFlags_NoInputs are passing SDL_WINDOW_TOOLTIP to SDL_CreateWindow(). (#8576)
f53de38e1 Viewports, Backends: Debug logging.
3563f4db3 Rework TextAligned() api to fix issues with baseline alignment + use standard CalcItemSize(). (#7024)
f2ba3a937 Rework TextAligned() api to take size input. (#7024)
0fc4967eb Rework TextAligned() api to fix issues with baseline alignment + use standard CalcItemSize(). (#7024)
aed1bcc12 Rework TextAligned() api to take size input. (#7024)
839e3274e Merge branch 'master' into docking
6a42d6b33 Added wp TextAligned() TextAlignedV(), TextAlignedExV() to internal API. (#7024)
dcf0d8cab Tables: fixed TableHeader() eager vertical clipping of text. (#6236)
7c6ce12fa Platform IME: minor amend to bf0f586 (#8584)
bf0f586b6 Platform IME: added ImGuiPlatformImeData::WantTextInput, ViewportId. Backends: SDL3: honor WantTextInput. (#8584, #7492, #6341)
facf671ec Demo: rename DockingSplitterSize slider label to DockingSeparatorSize for consistency. (#8579)
af987eb11 Backends: DX12: build fix for Clang. (#8582)
87f12e56f Backends: SDL_GPU: Added multi-viewport support. Amends + update example. (#8573, #8163, #7998, #7988)
baffc4e8b Backends: SDL_GPU: Added multi-viewport support. (#8573, #8163, #7998, #7988)
0ddc36f54 RenderTextEllipsis()): pixel align every dot for consistent display.
88d2df24b Merge branch 'master' into docking
69d572bb1 Fonts: reworked text ellipsis logic to ensure a "..." is always displayed instead of a single character. (#7024)
97d85338e Tabs: adjust handling of ellipsis now that Close Button visibility changed. (#8387) Internals: remove extra parameter to RenderTextEllipsis().
e4a865177 ImFont: added cpu clip fine option for ImFont::RenderChar() (which is technically internal).
faea19380 Internals: minor refactor of TabItemLabelAndCloseButton(), should be no-op.
7ab4728a3 Error Handling: added better error report and recovery when calling EndFrame() or Render() without NewFrame().
b23a216ec Examples: added SDL2+Vulkan, SDL3+Vulkan, GLFW+Vulkan makefiles. Amend ignore list. (#2480)
d3bb3336f Backends: OSX: remove duplicate variable. (#8565)
3ab50c334 TreeNode, Style: added style.TreeLinesRounding support. (#2920)

git-subtree-dir: external/imgui
git-subtree-split: 3f0699cf02b07c8312edbcd937f1881e3564d1ac
2025-06-26 22:18:57 +02:00

1546 lines
82 KiB
C++

// dear imgui: Platform Backend for GLFW
// This needs to be used along with a Renderer (e.g. OpenGL3, Vulkan, WebGPU..)
// (Info: GLFW is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan graphics context creation, etc.)
// (Requires: GLFW 3.1+. Prefer GLFW 3.3+ or GLFW 3.4+ for full feature support.)
// Implemented features:
// [X] Platform: Clipboard support.
// [X] Platform: Mouse support. Can discriminate Mouse/TouchScreen/Pen (Windows only).
// [X] Platform: Keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy GLFW_KEY_* values are obsolete since 1.87 and not supported since 1.91.5]
// [X] Platform: Gamepad support. Enable with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'.
// [X] Platform: Mouse cursor shape and visibility (ImGuiBackendFlags_HasMouseCursors). Resizing cursors requires GLFW 3.4+! Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'.
// [X] Platform: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'.
// [X] Multiple Dear ImGui contexts support.
// Missing features or Issues:
// [ ] Touch events are only correctly identified as Touch on Windows. This create issues with some interactions. GLFW doesn't provide a way to identify touch inputs from mouse inputs, we cannot call io.AddMouseSourceEvent() to identify the source. We provide a Windows-specific workaround.
// [ ] Missing ImGuiMouseCursor_Wait and ImGuiMouseCursor_Progress cursors.
// [ ] Multi-viewport: ParentViewportID not honored, and so io.ConfigViewportsNoDefaultParent has no effect (minor).
// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
// Learn about Dear ImGui:
// - FAQ https://dearimgui.com/faq
// - Getting Started https://dearimgui.com/getting-started
// - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
// - Introduction, links and more at the top of imgui.cpp
// About Emscripten support:
// - Emscripten provides its own GLFW (3.2.1) implementation (syntax: "-sUSE_GLFW=3"), but Joystick is broken and several features are not supported (multiple windows, clipboard, timer, etc.)
// - A third-party Emscripten GLFW (3.4.0) implementation (syntax: "--use-port=contrib.glfw3") fixes the Joystick issue and implements all relevant features for the browser.
// See https://github.com/pongasoft/emscripten-glfw/blob/master/docs/Comparison.md for details.
// CHANGELOG
// (minor and older changes stripped away, please see git history for details)
// 2025-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
// 2025-06-18: Added support for multiple Dear ImGui contexts. (#8676, #8239, #8069)
// 2025-06-11: Added ImGui_ImplGlfw_GetContentScaleForWindow(GLFWwindow* window) and ImGui_ImplGlfw_GetContentScaleForMonitor(GLFWmonitor* monitor) helper to facilitate making DPI-aware apps.
// 2025-05-15: [Docking] Add Platform_GetWindowFramebufferScale() handler, to allow varying Retina display density on multiple monitors.
// 2025-04-26: [Docking] Disable multi-viewports under Wayland. (#8587)
// 2025-03-10: Map GLFW_KEY_WORLD_1 and GLFW_KEY_WORLD_2 into ImGuiKey_Oem102.
// 2025-03-03: Fixed clipboard handler assertion when using GLFW <= 3.2.1 compiled with asserts enabled.
// 2025-02-21: [Docking] Update monitors and work areas information every frame, as the later may change regardless of monitor changes. (#8415)
// 2024-11-05: [Docking] Added Linux workaround for spurious mouse up events emitted while dragging and creating new viewport. (#3158, #7733, #7922)
// 2024-08-22: Moved some OS/backend related function pointers from ImGuiIO to ImGuiPlatformIO:
// - io.GetClipboardTextFn -> platform_io.Platform_GetClipboardTextFn
// - io.SetClipboardTextFn -> platform_io.Platform_SetClipboardTextFn
// - io.PlatformOpenInShellFn -> platform_io.Platform_OpenInShellFn
// 2024-07-31: Added ImGui_ImplGlfw_Sleep() helper function for usage by our examples app, since GLFW doesn't provide one.
// 2024-07-08: *BREAKING* Renamed ImGui_ImplGlfw_InstallEmscriptenCanvasResizeCallback to ImGui_ImplGlfw_InstallEmscriptenCallbacks(), added GLFWWindow* parameter.
// 2024-07-08: Emscripten: Added support for GLFW3 contrib port (GLFW 3.4.0 features + bug fixes): to enable, replace -sUSE_GLFW=3 with --use-port=contrib.glfw3 (requires emscripten 3.1.59+) (https://github.com/pongasoft/emscripten-glfw)
// 2024-07-02: Emscripten: Added io.PlatformOpenInShellFn() handler for Emscripten versions.
// 2023-12-19: Emscripten: Added ImGui_ImplGlfw_InstallEmscriptenCanvasResizeCallback() to register canvas selector and auto-resize GLFW window.
// 2023-10-05: Inputs: Added support for extra ImGuiKey values: F13 to F24 function keys.
// 2023-07-18: Inputs: Revert ignoring mouse data on GLFW_CURSOR_DISABLED as it can be used differently. User may set ImGuiConfigFLags_NoMouse if desired. (#5625, #6609)
// 2023-06-12: Accept glfwGetTime() not returning a monotonically increasing value. This seems to happens on some Windows setup when peripherals disconnect, and is likely to also happen on browser + Emscripten. (#6491)
// 2023-04-04: Inputs: Added support for io.AddMouseSourceEvent() to discriminate ImGuiMouseSource_Mouse/ImGuiMouseSource_TouchScreen/ImGuiMouseSource_Pen on Windows ONLY, using a custom WndProc hook. (#2702)
// 2023-03-16: Inputs: Fixed key modifiers handling on secondary viewports (docking branch). Broken on 2023/01/04. (#6248, #6034)
// 2023-03-14: Emscripten: Avoid using glfwGetError() and glfwGetGamepadState() which are not correctly implemented in Emscripten emulation. (#6240)
// 2023-02-03: Emscripten: Registering custom low-level mouse wheel handler to get more accurate scrolling impulses on Emscripten. (#4019, #6096)
// 2023-01-18: Handle unsupported glfwGetVideoMode() call on e.g. Emscripten.
// 2023-01-04: Inputs: Fixed mods state on Linux when using Alt-GR text input (e.g. German keyboard layout), could lead to broken text input. Revert a 2022/01/17 change were we resumed using mods provided by GLFW, turns out they were faulty.
// 2022-11-22: Perform a dummy glfwGetError() read to cancel missing names with glfwGetKeyName(). (#5908)
// 2022-10-18: Perform a dummy glfwGetError() read to cancel missing mouse cursors errors. Using GLFW_VERSION_COMBINED directly. (#5785)
// 2022-10-11: Using 'nullptr' instead of 'NULL' as per our switch to C++11.
// 2022-09-26: Inputs: Renamed ImGuiKey_ModXXX introduced in 1.87 to ImGuiMod_XXX (old names still supported).
// 2022-09-01: Inputs: Honor GLFW_CURSOR_DISABLED by not setting mouse position *EDIT* Reverted 2023-07-18.
// 2022-04-30: Inputs: Fixed ImGui_ImplGlfw_TranslateUntranslatedKey() for lower case letters on OSX.
// 2022-03-23: Inputs: Fixed a regression in 1.87 which resulted in keyboard modifiers events being reported incorrectly on Linux/X11.
// 2022-02-07: Added ImGui_ImplGlfw_InstallCallbacks()/ImGui_ImplGlfw_RestoreCallbacks() helpers to facilitate user installing callbacks after initializing backend.
// 2022-01-26: Inputs: replaced short-lived io.AddKeyModsEvent() (added two weeks ago) with io.AddKeyEvent() using ImGuiKey_ModXXX flags. Sorry for the confusion.
// 2021-01-20: Inputs: calling new io.AddKeyAnalogEvent() for gamepad support, instead of writing directly to io.NavInputs[].
// 2022-01-17: Inputs: calling new io.AddMousePosEvent(), io.AddMouseButtonEvent(), io.AddMouseWheelEvent() API (1.87+).
// 2022-01-17: Inputs: always update key mods next and before key event (not in NewFrame) to fix input queue with very low framerates.
// 2022-01-12: *BREAKING CHANGE*: Now using glfwSetCursorPosCallback(). If you called ImGui_ImplGlfw_InitXXX() with install_callbacks = false, you MUST install glfwSetCursorPosCallback() and forward it to the backend via ImGui_ImplGlfw_CursorPosCallback().
// 2022-01-10: Inputs: calling new io.AddKeyEvent(), io.AddKeyModsEvent() + io.SetKeyEventNativeData() API (1.87+). Support for full ImGuiKey range.
// 2022-01-05: Inputs: Converting GLFW untranslated keycodes back to translated keycodes (in the ImGui_ImplGlfw_KeyCallback() function) in order to match the behavior of every other backend, and facilitate the use of GLFW with lettered-shortcuts API.
// 2021-08-17: *BREAKING CHANGE*: Now using glfwSetWindowFocusCallback() to calling io.AddFocusEvent(). If you called ImGui_ImplGlfw_InitXXX() with install_callbacks = false, you MUST install glfwSetWindowFocusCallback() and forward it to the backend via ImGui_ImplGlfw_WindowFocusCallback().
// 2021-07-29: *BREAKING CHANGE*: Now using glfwSetCursorEnterCallback(). MousePos is correctly reported when the host platform window is hovered but not focused. If you called ImGui_ImplGlfw_InitXXX() with install_callbacks = false, you MUST install glfwSetWindowFocusCallback() callback and forward it to the backend via ImGui_ImplGlfw_CursorEnterCallback().
// 2021-06-29: Reorganized backend to pull data from a single structure to facilitate usage with multiple-contexts (all g_XXXX access changed to bd->XXXX).
// 2020-01-17: Inputs: Disable error callback while assigning mouse cursors because some X11 setup don't have them and it generates errors.
// 2019-12-05: Inputs: Added support for new mouse cursors added in GLFW 3.4+ (resizing cursors, not allowed cursor).
// 2019-10-18: Misc: Previously installed user callbacks are now restored on shutdown.
// 2019-07-21: Inputs: Added mapping for ImGuiKey_KeyPadEnter.
// 2019-05-11: Inputs: Don't filter value from character callback before calling AddInputCharacter().
// 2019-03-12: Misc: Preserve DisplayFramebufferScale when main window is minimized.
// 2018-11-30: Misc: Setting up io.BackendPlatformName so it can be displayed in the About Window.
// 2018-11-07: Inputs: When installing our GLFW callbacks, we save user's previously installed ones - if any - and chain call them.
// 2018-08-01: Inputs: Workaround for Emscripten which doesn't seem to handle focus related calls.
// 2018-06-29: Inputs: Added support for the ImGuiMouseCursor_Hand cursor.
// 2018-06-08: Misc: Extracted imgui_impl_glfw.cpp/.h away from the old combined GLFW+OpenGL/Vulkan examples.
// 2018-03-20: Misc: Setup io.BackendFlags ImGuiBackendFlags_HasMouseCursors flag + honor ImGuiConfigFlags_NoMouseCursorChange flag.
// 2018-02-20: Inputs: Added support for mouse cursors (ImGui::GetMouseCursor() value, passed to glfwSetCursor()).
// 2018-02-06: Misc: Removed call to ImGui::Shutdown() which is not available from 1.60 WIP, user needs to call CreateContext/DestroyContext themselves.
// 2018-02-06: Inputs: Added mapping for ImGuiKey_Space.
// 2018-01-25: Inputs: Added gamepad support if ImGuiConfigFlags_NavEnableGamepad is set.
// 2018-01-25: Inputs: Honoring the io.WantSetMousePos by repositioning the mouse (when using navigation and ImGuiConfigFlags_NavMoveMouse is set).
// 2018-01-20: Inputs: Added Horizontal Mouse Wheel support.
// 2018-01-18: Inputs: Added mapping for ImGuiKey_Insert.
// 2017-08-25: Inputs: MousePos set to -FLT_MAX,-FLT_MAX when mouse is unavailable/missing (instead of -1,-1).
// 2016-10-15: Misc: Added a void* user_data parameter to Clipboard function handlers.
#include "imgui.h"
#ifndef IMGUI_DISABLE
#include "imgui_impl_glfw.h"
// Clang warnings with -Weverything
#if defined(__clang__)
#pragma clang diagnostic push
#pragma clang diagnostic ignored "-Wold-style-cast" // warning: use of old-style cast
#pragma clang diagnostic ignored "-Wsign-conversion" // warning: implicit conversion changes signedness
#elif defined(__GNUC__)
#pragma GCC diagnostic ignored "-Wfloat-equal" // warning: comparing floating-point with '==' or '!=' is unsafe
#endif
// GLFW
#include <GLFW/glfw3.h>
#ifdef _WIN32
#undef APIENTRY
#ifndef GLFW_EXPOSE_NATIVE_WIN32
#define GLFW_EXPOSE_NATIVE_WIN32
#endif
#include <GLFW/glfw3native.h> // for glfwGetWin32Window()
#endif
#ifdef __APPLE__
#ifndef GLFW_EXPOSE_NATIVE_COCOA
#define GLFW_EXPOSE_NATIVE_COCOA
#endif
#include <GLFW/glfw3native.h> // for glfwGetCocoaWindow()
#endif
#ifndef _WIN32
#include <unistd.h> // for usleep()
#endif
#include <stdio.h> // for snprintf()
#ifdef __EMSCRIPTEN__
#include <emscripten.h>
#include <emscripten/html5.h>
#ifdef EMSCRIPTEN_USE_PORT_CONTRIB_GLFW3
#include <GLFW/emscripten_glfw3.h>
#else
#define EMSCRIPTEN_USE_EMBEDDED_GLFW3
#endif
#endif
// We gather version tests as define in order to easily see which features are version-dependent.
#define GLFW_VERSION_COMBINED (GLFW_VERSION_MAJOR * 1000 + GLFW_VERSION_MINOR * 100 + GLFW_VERSION_REVISION)
#define GLFW_HAS_WINDOW_TOPMOST (GLFW_VERSION_COMBINED >= 3200) // 3.2+ GLFW_FLOATING
#define GLFW_HAS_WINDOW_HOVERED (GLFW_VERSION_COMBINED >= 3300) // 3.3+ GLFW_HOVERED
#define GLFW_HAS_WINDOW_ALPHA (GLFW_VERSION_COMBINED >= 3300) // 3.3+ glfwSetWindowOpacity
#define GLFW_HAS_PER_MONITOR_DPI (GLFW_VERSION_COMBINED >= 3300) // 3.3+ glfwGetMonitorContentScale
#if defined(__EMSCRIPTEN__) || defined(__SWITCH__) // no Vulkan support in GLFW for Emscripten or homebrew Nintendo Switch
#define GLFW_HAS_VULKAN (0)
#else
#define GLFW_HAS_VULKAN (GLFW_VERSION_COMBINED >= 3200) // 3.2+ glfwCreateWindowSurface
#endif
#define GLFW_HAS_FOCUS_WINDOW (GLFW_VERSION_COMBINED >= 3200) // 3.2+ glfwFocusWindow
#define GLFW_HAS_FOCUS_ON_SHOW (GLFW_VERSION_COMBINED >= 3300) // 3.3+ GLFW_FOCUS_ON_SHOW
#define GLFW_HAS_MONITOR_WORK_AREA (GLFW_VERSION_COMBINED >= 3300) // 3.3+ glfwGetMonitorWorkarea
#define GLFW_HAS_OSX_WINDOW_POS_FIX (GLFW_VERSION_COMBINED >= 3301) // 3.3.1+ Fixed: Resizing window repositions it on MacOS #1553
#ifdef GLFW_RESIZE_NESW_CURSOR // Let's be nice to people who pulled GLFW between 2019-04-16 (3.4 define) and 2019-11-29 (cursors defines) // FIXME: Remove when GLFW 3.4 is released?
#define GLFW_HAS_NEW_CURSORS (GLFW_VERSION_COMBINED >= 3400) // 3.4+ GLFW_RESIZE_ALL_CURSOR, GLFW_RESIZE_NESW_CURSOR, GLFW_RESIZE_NWSE_CURSOR, GLFW_NOT_ALLOWED_CURSOR
#else
#define GLFW_HAS_NEW_CURSORS (0)
#endif
#ifdef GLFW_MOUSE_PASSTHROUGH // Let's be nice to people who pulled GLFW between 2019-04-16 (3.4 define) and 2020-07-17 (passthrough)
#define GLFW_HAS_MOUSE_PASSTHROUGH (GLFW_VERSION_COMBINED >= 3400) // 3.4+ GLFW_MOUSE_PASSTHROUGH
#else
#define GLFW_HAS_MOUSE_PASSTHROUGH (0)
#endif
#define GLFW_HAS_GAMEPAD_API (GLFW_VERSION_COMBINED >= 3300) // 3.3+ glfwGetGamepadState() new api
#define GLFW_HAS_GETKEYNAME (GLFW_VERSION_COMBINED >= 3200) // 3.2+ glfwGetKeyName()
#define GLFW_HAS_GETERROR (GLFW_VERSION_COMBINED >= 3300) // 3.3+ glfwGetError()
#define GLFW_HAS_GETPLATFORM (GLFW_VERSION_COMBINED >= 3400) // 3.4+ glfwGetPlatform()
// Map GLFWWindow* to ImGuiContext*.
// - Would be simpler if we could use glfwSetWindowUserPointer()/glfwGetWindowUserPointer(), but this is a single and shared resource.
// - Would be simpler if we could use e.g. std::map<> as well. But we don't.
// - This is not particularly optimized as we expect size to be small and queries to be rare.
struct ImGui_ImplGlfw_WindowToContext { GLFWwindow* Window; ImGuiContext* Context; };
static ImVector<ImGui_ImplGlfw_WindowToContext> g_ContextMap;
static void ImGui_ImplGlfw_ContextMap_Add(GLFWwindow* window, ImGuiContext* ctx) { g_ContextMap.push_back(ImGui_ImplGlfw_WindowToContext{ window, ctx }); }
static void ImGui_ImplGlfw_ContextMap_Remove(GLFWwindow* window) { for (ImGui_ImplGlfw_WindowToContext& entry : g_ContextMap) if (entry.Window == window) { g_ContextMap.erase_unsorted(&entry); return; } }
static ImGuiContext* ImGui_ImplGlfw_ContextMap_Get(GLFWwindow* window) { for (ImGui_ImplGlfw_WindowToContext& entry : g_ContextMap) if (entry.Window == window) return entry.Context; return nullptr; }
// GLFW data
enum GlfwClientApi
{
GlfwClientApi_Unknown,
GlfwClientApi_OpenGL,
GlfwClientApi_Vulkan,
};
struct ImGui_ImplGlfw_Data
{
ImGuiContext* Context;
GLFWwindow* Window;
GlfwClientApi ClientApi;
double Time;
GLFWwindow* MouseWindow;
GLFWcursor* MouseCursors[ImGuiMouseCursor_COUNT];
bool MouseIgnoreButtonUpWaitForFocusLoss;
bool MouseIgnoreButtonUp;
ImVec2 LastValidMousePos;
GLFWwindow* KeyOwnerWindows[GLFW_KEY_LAST];
bool InstalledCallbacks;
bool CallbacksChainForAllWindows;
char BackendPlatformName[32];
#ifdef EMSCRIPTEN_USE_EMBEDDED_GLFW3
const char* CanvasSelector;
#endif
// Chain GLFW callbacks: our callbacks will call the user's previously installed callbacks, if any.
GLFWwindowfocusfun PrevUserCallbackWindowFocus;
GLFWcursorposfun PrevUserCallbackCursorPos;
GLFWcursorenterfun PrevUserCallbackCursorEnter;
GLFWmousebuttonfun PrevUserCallbackMousebutton;
GLFWscrollfun PrevUserCallbackScroll;
GLFWkeyfun PrevUserCallbackKey;
GLFWcharfun PrevUserCallbackChar;
GLFWmonitorfun PrevUserCallbackMonitor;
#ifdef _WIN32
WNDPROC PrevWndProc;
#endif
ImGui_ImplGlfw_Data() { memset((void*)this, 0, sizeof(*this)); }
};
// Backend data stored in io.BackendPlatformUserData to allow support for multiple Dear ImGui contexts
// It is STRONGLY preferred that you use docking branch with multi-viewports (== single Dear ImGui context + multiple windows) instead of multiple Dear ImGui contexts.
// FIXME: multi-context support is not well tested and probably dysfunctional in this backend.
// - Because glfwPollEvents() process all windows and some events may be called outside of it, you will need to register your own callbacks
// (passing install_callbacks=false in ImGui_ImplGlfw_InitXXX functions), set the current dear imgui context and then call our callbacks.
// - Otherwise we may need to store a GLFWWindow* -> ImGuiContext* map and handle this in the backend, adding a little bit of extra complexity to it.
// FIXME: some shared resources (mouse cursor shape, gamepad) are mishandled when using multi-context.
namespace ImGui { extern ImGuiIO& GetIO(ImGuiContext*); }
static ImGui_ImplGlfw_Data* ImGui_ImplGlfw_GetBackendData()
{
// Get data for current context
return ImGui::GetCurrentContext() ? (ImGui_ImplGlfw_Data*)ImGui::GetIO().BackendPlatformUserData : nullptr;
}
static ImGui_ImplGlfw_Data* ImGui_ImplGlfw_GetBackendData(GLFWwindow* window)
{
// Get data for a given GLFW window, regardless of current context (since GLFW events are sent together)
ImGuiContext* ctx = ImGui_ImplGlfw_ContextMap_Get(window);
return (ImGui_ImplGlfw_Data*)ImGui::GetIO(ctx).BackendPlatformUserData;
}
// Forward Declarations
static void ImGui_ImplGlfw_UpdateMonitors();
static void ImGui_ImplGlfw_InitMultiViewportSupport();
static void ImGui_ImplGlfw_ShutdownMultiViewportSupport();
// Functions
// Not static to allow third-party code to use that if they want to (but undocumented)
ImGuiKey ImGui_ImplGlfw_KeyToImGuiKey(int keycode, int scancode);
ImGuiKey ImGui_ImplGlfw_KeyToImGuiKey(int keycode, int scancode)
{
IM_UNUSED(scancode);
switch (keycode)
{
case GLFW_KEY_TAB: return ImGuiKey_Tab;
case GLFW_KEY_LEFT: return ImGuiKey_LeftArrow;
case GLFW_KEY_RIGHT: return ImGuiKey_RightArrow;
case GLFW_KEY_UP: return ImGuiKey_UpArrow;
case GLFW_KEY_DOWN: return ImGuiKey_DownArrow;
case GLFW_KEY_PAGE_UP: return ImGuiKey_PageUp;
case GLFW_KEY_PAGE_DOWN: return ImGuiKey_PageDown;
case GLFW_KEY_HOME: return ImGuiKey_Home;
case GLFW_KEY_END: return ImGuiKey_End;
case GLFW_KEY_INSERT: return ImGuiKey_Insert;
case GLFW_KEY_DELETE: return ImGuiKey_Delete;
case GLFW_KEY_BACKSPACE: return ImGuiKey_Backspace;
case GLFW_KEY_SPACE: return ImGuiKey_Space;
case GLFW_KEY_ENTER: return ImGuiKey_Enter;
case GLFW_KEY_ESCAPE: return ImGuiKey_Escape;
case GLFW_KEY_APOSTROPHE: return ImGuiKey_Apostrophe;
case GLFW_KEY_COMMA: return ImGuiKey_Comma;
case GLFW_KEY_MINUS: return ImGuiKey_Minus;
case GLFW_KEY_PERIOD: return ImGuiKey_Period;
case GLFW_KEY_SLASH: return ImGuiKey_Slash;
case GLFW_KEY_SEMICOLON: return ImGuiKey_Semicolon;
case GLFW_KEY_EQUAL: return ImGuiKey_Equal;
case GLFW_KEY_LEFT_BRACKET: return ImGuiKey_LeftBracket;
case GLFW_KEY_BACKSLASH: return ImGuiKey_Backslash;
case GLFW_KEY_WORLD_1: return ImGuiKey_Oem102;
case GLFW_KEY_WORLD_2: return ImGuiKey_Oem102;
case GLFW_KEY_RIGHT_BRACKET: return ImGuiKey_RightBracket;
case GLFW_KEY_GRAVE_ACCENT: return ImGuiKey_GraveAccent;
case GLFW_KEY_CAPS_LOCK: return ImGuiKey_CapsLock;
case GLFW_KEY_SCROLL_LOCK: return ImGuiKey_ScrollLock;
case GLFW_KEY_NUM_LOCK: return ImGuiKey_NumLock;
case GLFW_KEY_PRINT_SCREEN: return ImGuiKey_PrintScreen;
case GLFW_KEY_PAUSE: return ImGuiKey_Pause;
case GLFW_KEY_KP_0: return ImGuiKey_Keypad0;
case GLFW_KEY_KP_1: return ImGuiKey_Keypad1;
case GLFW_KEY_KP_2: return ImGuiKey_Keypad2;
case GLFW_KEY_KP_3: return ImGuiKey_Keypad3;
case GLFW_KEY_KP_4: return ImGuiKey_Keypad4;
case GLFW_KEY_KP_5: return ImGuiKey_Keypad5;
case GLFW_KEY_KP_6: return ImGuiKey_Keypad6;
case GLFW_KEY_KP_7: return ImGuiKey_Keypad7;
case GLFW_KEY_KP_8: return ImGuiKey_Keypad8;
case GLFW_KEY_KP_9: return ImGuiKey_Keypad9;
case GLFW_KEY_KP_DECIMAL: return ImGuiKey_KeypadDecimal;
case GLFW_KEY_KP_DIVIDE: return ImGuiKey_KeypadDivide;
case GLFW_KEY_KP_MULTIPLY: return ImGuiKey_KeypadMultiply;
case GLFW_KEY_KP_SUBTRACT: return ImGuiKey_KeypadSubtract;
case GLFW_KEY_KP_ADD: return ImGuiKey_KeypadAdd;
case GLFW_KEY_KP_ENTER: return ImGuiKey_KeypadEnter;
case GLFW_KEY_KP_EQUAL: return ImGuiKey_KeypadEqual;
case GLFW_KEY_LEFT_SHIFT: return ImGuiKey_LeftShift;
case GLFW_KEY_LEFT_CONTROL: return ImGuiKey_LeftCtrl;
case GLFW_KEY_LEFT_ALT: return ImGuiKey_LeftAlt;
case GLFW_KEY_LEFT_SUPER: return ImGuiKey_LeftSuper;
case GLFW_KEY_RIGHT_SHIFT: return ImGuiKey_RightShift;
case GLFW_KEY_RIGHT_CONTROL: return ImGuiKey_RightCtrl;
case GLFW_KEY_RIGHT_ALT: return ImGuiKey_RightAlt;
case GLFW_KEY_RIGHT_SUPER: return ImGuiKey_RightSuper;
case GLFW_KEY_MENU: return ImGuiKey_Menu;
case GLFW_KEY_0: return ImGuiKey_0;
case GLFW_KEY_1: return ImGuiKey_1;
case GLFW_KEY_2: return ImGuiKey_2;
case GLFW_KEY_3: return ImGuiKey_3;
case GLFW_KEY_4: return ImGuiKey_4;
case GLFW_KEY_5: return ImGuiKey_5;
case GLFW_KEY_6: return ImGuiKey_6;
case GLFW_KEY_7: return ImGuiKey_7;
case GLFW_KEY_8: return ImGuiKey_8;
case GLFW_KEY_9: return ImGuiKey_9;
case GLFW_KEY_A: return ImGuiKey_A;
case GLFW_KEY_B: return ImGuiKey_B;
case GLFW_KEY_C: return ImGuiKey_C;
case GLFW_KEY_D: return ImGuiKey_D;
case GLFW_KEY_E: return ImGuiKey_E;
case GLFW_KEY_F: return ImGuiKey_F;
case GLFW_KEY_G: return ImGuiKey_G;
case GLFW_KEY_H: return ImGuiKey_H;
case GLFW_KEY_I: return ImGuiKey_I;
case GLFW_KEY_J: return ImGuiKey_J;
case GLFW_KEY_K: return ImGuiKey_K;
case GLFW_KEY_L: return ImGuiKey_L;
case GLFW_KEY_M: return ImGuiKey_M;
case GLFW_KEY_N: return ImGuiKey_N;
case GLFW_KEY_O: return ImGuiKey_O;
case GLFW_KEY_P: return ImGuiKey_P;
case GLFW_KEY_Q: return ImGuiKey_Q;
case GLFW_KEY_R: return ImGuiKey_R;
case GLFW_KEY_S: return ImGuiKey_S;
case GLFW_KEY_T: return ImGuiKey_T;
case GLFW_KEY_U: return ImGuiKey_U;
case GLFW_KEY_V: return ImGuiKey_V;
case GLFW_KEY_W: return ImGuiKey_W;
case GLFW_KEY_X: return ImGuiKey_X;
case GLFW_KEY_Y: return ImGuiKey_Y;
case GLFW_KEY_Z: return ImGuiKey_Z;
case GLFW_KEY_F1: return ImGuiKey_F1;
case GLFW_KEY_F2: return ImGuiKey_F2;
case GLFW_KEY_F3: return ImGuiKey_F3;
case GLFW_KEY_F4: return ImGuiKey_F4;
case GLFW_KEY_F5: return ImGuiKey_F5;
case GLFW_KEY_F6: return ImGuiKey_F6;
case GLFW_KEY_F7: return ImGuiKey_F7;
case GLFW_KEY_F8: return ImGuiKey_F8;
case GLFW_KEY_F9: return ImGuiKey_F9;
case GLFW_KEY_F10: return ImGuiKey_F10;
case GLFW_KEY_F11: return ImGuiKey_F11;
case GLFW_KEY_F12: return ImGuiKey_F12;
case GLFW_KEY_F13: return ImGuiKey_F13;
case GLFW_KEY_F14: return ImGuiKey_F14;
case GLFW_KEY_F15: return ImGuiKey_F15;
case GLFW_KEY_F16: return ImGuiKey_F16;
case GLFW_KEY_F17: return ImGuiKey_F17;
case GLFW_KEY_F18: return ImGuiKey_F18;
case GLFW_KEY_F19: return ImGuiKey_F19;
case GLFW_KEY_F20: return ImGuiKey_F20;
case GLFW_KEY_F21: return ImGuiKey_F21;
case GLFW_KEY_F22: return ImGuiKey_F22;
case GLFW_KEY_F23: return ImGuiKey_F23;
case GLFW_KEY_F24: return ImGuiKey_F24;
default: return ImGuiKey_None;
}
}
// X11 does not include current pressed/released modifier key in 'mods' flags submitted by GLFW
// See https://github.com/ocornut/imgui/issues/6034 and https://github.com/glfw/glfw/issues/1630
static void ImGui_ImplGlfw_UpdateKeyModifiers(ImGuiIO& io, GLFWwindow* window)
{
io.AddKeyEvent(ImGuiMod_Ctrl, (glfwGetKey(window, GLFW_KEY_LEFT_CONTROL) == GLFW_PRESS) || (glfwGetKey(window, GLFW_KEY_RIGHT_CONTROL) == GLFW_PRESS));
io.AddKeyEvent(ImGuiMod_Shift, (glfwGetKey(window, GLFW_KEY_LEFT_SHIFT) == GLFW_PRESS) || (glfwGetKey(window, GLFW_KEY_RIGHT_SHIFT) == GLFW_PRESS));
io.AddKeyEvent(ImGuiMod_Alt, (glfwGetKey(window, GLFW_KEY_LEFT_ALT) == GLFW_PRESS) || (glfwGetKey(window, GLFW_KEY_RIGHT_ALT) == GLFW_PRESS));
io.AddKeyEvent(ImGuiMod_Super, (glfwGetKey(window, GLFW_KEY_LEFT_SUPER) == GLFW_PRESS) || (glfwGetKey(window, GLFW_KEY_RIGHT_SUPER) == GLFW_PRESS));
}
static bool ImGui_ImplGlfw_ShouldChainCallback(ImGui_ImplGlfw_Data* bd, GLFWwindow* window)
{
return bd->CallbacksChainForAllWindows ? true : (window == bd->Window);
}
void ImGui_ImplGlfw_MouseButtonCallback(GLFWwindow* window, int button, int action, int mods)
{
ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(window);
if (bd->PrevUserCallbackMousebutton != nullptr && ImGui_ImplGlfw_ShouldChainCallback(bd, window))
bd->PrevUserCallbackMousebutton(window, button, action, mods);
// Workaround for Linux: ignore mouse up events which are following an focus loss following a viewport creation
if (bd->MouseIgnoreButtonUp && action == GLFW_RELEASE)
return;
ImGuiIO& io = ImGui::GetIO(bd->Context);
ImGui_ImplGlfw_UpdateKeyModifiers(io, window);
if (button >= 0 && button < ImGuiMouseButton_COUNT)
io.AddMouseButtonEvent(button, action == GLFW_PRESS);
}
void ImGui_ImplGlfw_ScrollCallback(GLFWwindow* window, double xoffset, double yoffset)
{
ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(window);
if (bd->PrevUserCallbackScroll != nullptr && ImGui_ImplGlfw_ShouldChainCallback(bd, window))
bd->PrevUserCallbackScroll(window, xoffset, yoffset);
#ifdef EMSCRIPTEN_USE_EMBEDDED_GLFW3
// Ignore GLFW events: will be processed in ImGui_ImplEmscripten_WheelCallback().
return;
#endif
ImGuiIO& io = ImGui::GetIO(bd->Context);
io.AddMouseWheelEvent((float)xoffset, (float)yoffset);
}
// FIXME: should this be baked into ImGui_ImplGlfw_KeyToImGuiKey()? then what about the values passed to io.SetKeyEventNativeData()?
static int ImGui_ImplGlfw_TranslateUntranslatedKey(int key, int scancode)
{
#if GLFW_HAS_GETKEYNAME && !defined(EMSCRIPTEN_USE_EMBEDDED_GLFW3)
// GLFW 3.1+ attempts to "untranslate" keys, which goes the opposite of what every other framework does, making using lettered shortcuts difficult.
// (It had reasons to do so: namely GLFW is/was more likely to be used for WASD-type game controls rather than lettered shortcuts, but IHMO the 3.1 change could have been done differently)
// See https://github.com/glfw/glfw/issues/1502 for details.
// Adding a workaround to undo this (so our keys are translated->untranslated->translated, likely a lossy process).
// This won't cover edge cases but this is at least going to cover common cases.
if (key >= GLFW_KEY_KP_0 && key <= GLFW_KEY_KP_EQUAL)
return key;
GLFWerrorfun prev_error_callback = glfwSetErrorCallback(nullptr);
const char* key_name = glfwGetKeyName(key, scancode);
glfwSetErrorCallback(prev_error_callback);
#if GLFW_HAS_GETERROR && !defined(EMSCRIPTEN_USE_EMBEDDED_GLFW3) // Eat errors (see #5908)
(void)glfwGetError(nullptr);
#endif
if (key_name && key_name[0] != 0 && key_name[1] == 0)
{
const char char_names[] = "`-=[]\\,;\'./";
const int char_keys[] = { GLFW_KEY_GRAVE_ACCENT, GLFW_KEY_MINUS, GLFW_KEY_EQUAL, GLFW_KEY_LEFT_BRACKET, GLFW_KEY_RIGHT_BRACKET, GLFW_KEY_BACKSLASH, GLFW_KEY_COMMA, GLFW_KEY_SEMICOLON, GLFW_KEY_APOSTROPHE, GLFW_KEY_PERIOD, GLFW_KEY_SLASH, 0 };
IM_ASSERT(IM_ARRAYSIZE(char_names) == IM_ARRAYSIZE(char_keys));
if (key_name[0] >= '0' && key_name[0] <= '9') { key = GLFW_KEY_0 + (key_name[0] - '0'); }
else if (key_name[0] >= 'A' && key_name[0] <= 'Z') { key = GLFW_KEY_A + (key_name[0] - 'A'); }
else if (key_name[0] >= 'a' && key_name[0] <= 'z') { key = GLFW_KEY_A + (key_name[0] - 'a'); }
else if (const char* p = strchr(char_names, key_name[0])) { key = char_keys[p - char_names]; }
}
// if (action == GLFW_PRESS) printf("key %d scancode %d name '%s'\n", key, scancode, key_name);
#else
IM_UNUSED(scancode);
#endif
return key;
}
void ImGui_ImplGlfw_KeyCallback(GLFWwindow* window, int keycode, int scancode, int action, int mods)
{
ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(window);
if (bd->PrevUserCallbackKey != nullptr && ImGui_ImplGlfw_ShouldChainCallback(bd, window))
bd->PrevUserCallbackKey(window, keycode, scancode, action, mods);
if (action != GLFW_PRESS && action != GLFW_RELEASE)
return;
ImGuiIO& io = ImGui::GetIO(bd->Context);
ImGui_ImplGlfw_UpdateKeyModifiers(io, window);
if (keycode >= 0 && keycode < IM_ARRAYSIZE(bd->KeyOwnerWindows))
bd->KeyOwnerWindows[keycode] = (action == GLFW_PRESS) ? window : nullptr;
keycode = ImGui_ImplGlfw_TranslateUntranslatedKey(keycode, scancode);
ImGuiKey imgui_key = ImGui_ImplGlfw_KeyToImGuiKey(keycode, scancode);
io.AddKeyEvent(imgui_key, (action == GLFW_PRESS));
io.SetKeyEventNativeData(imgui_key, keycode, scancode); // To support legacy indexing (<1.87 user code)
}
void ImGui_ImplGlfw_WindowFocusCallback(GLFWwindow* window, int focused)
{
ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(window);
if (bd->PrevUserCallbackWindowFocus != nullptr && ImGui_ImplGlfw_ShouldChainCallback(bd, window))
bd->PrevUserCallbackWindowFocus(window, focused);
// Workaround for Linux: when losing focus with MouseIgnoreButtonUpWaitForFocusLoss set, we will temporarily ignore subsequent Mouse Up events
bd->MouseIgnoreButtonUp = (bd->MouseIgnoreButtonUpWaitForFocusLoss && focused == 0);
bd->MouseIgnoreButtonUpWaitForFocusLoss = false;
ImGuiIO& io = ImGui::GetIO(bd->Context);
io.AddFocusEvent(focused != 0);
}
void ImGui_ImplGlfw_CursorPosCallback(GLFWwindow* window, double x, double y)
{
ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(window);
if (bd->PrevUserCallbackCursorPos != nullptr && ImGui_ImplGlfw_ShouldChainCallback(bd, window))
bd->PrevUserCallbackCursorPos(window, x, y);
ImGuiIO& io = ImGui::GetIO(bd->Context);
if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
{
int window_x, window_y;
glfwGetWindowPos(window, &window_x, &window_y);
x += window_x;
y += window_y;
}
io.AddMousePosEvent((float)x, (float)y);
bd->LastValidMousePos = ImVec2((float)x, (float)y);
}
// Workaround: X11 seems to send spurious Leave/Enter events which would make us lose our position,
// so we back it up and restore on Leave/Enter (see https://github.com/ocornut/imgui/issues/4984)
void ImGui_ImplGlfw_CursorEnterCallback(GLFWwindow* window, int entered)
{
ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(window);
if (bd->PrevUserCallbackCursorEnter != nullptr && ImGui_ImplGlfw_ShouldChainCallback(bd, window))
bd->PrevUserCallbackCursorEnter(window, entered);
ImGuiIO& io = ImGui::GetIO(bd->Context);
if (entered)
{
bd->MouseWindow = window;
io.AddMousePosEvent(bd->LastValidMousePos.x, bd->LastValidMousePos.y);
}
else if (!entered && bd->MouseWindow == window)
{
bd->LastValidMousePos = io.MousePos;
bd->MouseWindow = nullptr;
io.AddMousePosEvent(-FLT_MAX, -FLT_MAX);
}
}
void ImGui_ImplGlfw_CharCallback(GLFWwindow* window, unsigned int c)
{
ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(window);
if (bd->PrevUserCallbackChar != nullptr && ImGui_ImplGlfw_ShouldChainCallback(bd, window))
bd->PrevUserCallbackChar(window, c);
ImGuiIO& io = ImGui::GetIO(bd->Context);
io.AddInputCharacter(c);
}
void ImGui_ImplGlfw_MonitorCallback(GLFWmonitor*, int)
{
// This function is technically part of the API even if we stopped using the callback, so leaving it around.
}
#ifdef EMSCRIPTEN_USE_EMBEDDED_GLFW3
static EM_BOOL ImGui_ImplEmscripten_WheelCallback(int, const EmscriptenWheelEvent* ev, void* user_data)
{
// Mimic Emscripten_HandleWheel() in SDL.
// Corresponding equivalent in GLFW JS emulation layer has incorrect quantizing preventing small values. See #6096
ImGui_ImplGlfw_Data* bd = (ImGui_ImplGlfw_Data*)user_data;
float multiplier = 0.0f;
if (ev->deltaMode == DOM_DELTA_PIXEL) { multiplier = 1.0f / 100.0f; } // 100 pixels make up a step.
else if (ev->deltaMode == DOM_DELTA_LINE) { multiplier = 1.0f / 3.0f; } // 3 lines make up a step.
else if (ev->deltaMode == DOM_DELTA_PAGE) { multiplier = 80.0f; } // A page makes up 80 steps.
float wheel_x = ev->deltaX * -multiplier;
float wheel_y = ev->deltaY * -multiplier;
ImGuiIO& io = ImGui::GetIO(bd->Context);
io.AddMouseWheelEvent(wheel_x, wheel_y);
//IMGUI_DEBUG_LOG("[Emsc] mode %d dx: %.2f, dy: %.2f, dz: %.2f --> feed %.2f %.2f\n", (int)ev->deltaMode, ev->deltaX, ev->deltaY, ev->deltaZ, wheel_x, wheel_y);
return EM_TRUE;
}
#endif
#ifdef _WIN32
static LRESULT CALLBACK ImGui_ImplGlfw_WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam);
#endif
void ImGui_ImplGlfw_InstallCallbacks(GLFWwindow* window)
{
ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(window);
IM_ASSERT(bd->InstalledCallbacks == false && "Callbacks already installed!");
IM_ASSERT(bd->Window == window);
bd->PrevUserCallbackWindowFocus = glfwSetWindowFocusCallback(window, ImGui_ImplGlfw_WindowFocusCallback);
bd->PrevUserCallbackCursorEnter = glfwSetCursorEnterCallback(window, ImGui_ImplGlfw_CursorEnterCallback);
bd->PrevUserCallbackCursorPos = glfwSetCursorPosCallback(window, ImGui_ImplGlfw_CursorPosCallback);
bd->PrevUserCallbackMousebutton = glfwSetMouseButtonCallback(window, ImGui_ImplGlfw_MouseButtonCallback);
bd->PrevUserCallbackScroll = glfwSetScrollCallback(window, ImGui_ImplGlfw_ScrollCallback);
bd->PrevUserCallbackKey = glfwSetKeyCallback(window, ImGui_ImplGlfw_KeyCallback);
bd->PrevUserCallbackChar = glfwSetCharCallback(window, ImGui_ImplGlfw_CharCallback);
bd->PrevUserCallbackMonitor = glfwSetMonitorCallback(ImGui_ImplGlfw_MonitorCallback);
bd->InstalledCallbacks = true;
}
void ImGui_ImplGlfw_RestoreCallbacks(GLFWwindow* window)
{
ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(window);
IM_ASSERT(bd->InstalledCallbacks == true && "Callbacks not installed!");
IM_ASSERT(bd->Window == window);
glfwSetWindowFocusCallback(window, bd->PrevUserCallbackWindowFocus);
glfwSetCursorEnterCallback(window, bd->PrevUserCallbackCursorEnter);
glfwSetCursorPosCallback(window, bd->PrevUserCallbackCursorPos);
glfwSetMouseButtonCallback(window, bd->PrevUserCallbackMousebutton);
glfwSetScrollCallback(window, bd->PrevUserCallbackScroll);
glfwSetKeyCallback(window, bd->PrevUserCallbackKey);
glfwSetCharCallback(window, bd->PrevUserCallbackChar);
glfwSetMonitorCallback(bd->PrevUserCallbackMonitor);
bd->InstalledCallbacks = false;
bd->PrevUserCallbackWindowFocus = nullptr;
bd->PrevUserCallbackCursorEnter = nullptr;
bd->PrevUserCallbackCursorPos = nullptr;
bd->PrevUserCallbackMousebutton = nullptr;
bd->PrevUserCallbackScroll = nullptr;
bd->PrevUserCallbackKey = nullptr;
bd->PrevUserCallbackChar = nullptr;
bd->PrevUserCallbackMonitor = nullptr;
}
// Set to 'true' to enable chaining installed callbacks for all windows (including secondary viewports created by backends or by user.
// This is 'false' by default meaning we only chain callbacks for the main viewport.
// We cannot set this to 'true' by default because user callbacks code may be not testing the 'window' parameter of their callback.
// If you set this to 'true' your user callback code will need to make sure you are testing the 'window' parameter.
void ImGui_ImplGlfw_SetCallbacksChainForAllWindows(bool chain_for_all_windows)
{
ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
bd->CallbacksChainForAllWindows = chain_for_all_windows;
}
#ifdef __EMSCRIPTEN__
#if EMSCRIPTEN_USE_PORT_CONTRIB_GLFW3 >= 34020240817
void ImGui_ImplGlfw_EmscriptenOpenURL(const char* url) { if (url) emscripten::glfw3::OpenURL(url); }
#else
EM_JS(void, ImGui_ImplGlfw_EmscriptenOpenURL, (const char* url), { url = url ? UTF8ToString(url) : null; if (url) window.open(url, '_blank'); });
#endif
#endif
static bool ImGui_ImplGlfw_Init(GLFWwindow* window, bool install_callbacks, GlfwClientApi client_api)
{
ImGuiIO& io = ImGui::GetIO();
IMGUI_CHECKVERSION();
IM_ASSERT(io.BackendPlatformUserData == nullptr && "Already initialized a platform backend!");
//printf("GLFW_VERSION: %d.%d.%d (%d)", GLFW_VERSION_MAJOR, GLFW_VERSION_MINOR, GLFW_VERSION_REVISION, GLFW_VERSION_COMBINED);
// Setup backend capabilities flags
ImGui_ImplGlfw_Data* bd = IM_NEW(ImGui_ImplGlfw_Data)();
snprintf(bd->BackendPlatformName, sizeof(bd->BackendPlatformName), "imgui_impl_glfw (%d)", GLFW_VERSION_COMBINED);
io.BackendPlatformUserData = (void*)bd;
io.BackendPlatformName = bd->BackendPlatformName;
io.BackendFlags |= ImGuiBackendFlags_HasMouseCursors; // We can honor GetMouseCursor() values (optional)
io.BackendFlags |= ImGuiBackendFlags_HasSetMousePos; // We can honor io.WantSetMousePos requests (optional, rarely used)
bool has_viewports = false;
#ifndef __EMSCRIPTEN__
has_viewports = true;
#if GLFW_HAS_GETPLATFORM
if (glfwGetPlatform() == GLFW_PLATFORM_WAYLAND)
has_viewports = false;
#endif
if (has_viewports)
io.BackendFlags |= ImGuiBackendFlags_PlatformHasViewports; // We can create multi-viewports on the Platform side (optional)
#endif
#if GLFW_HAS_MOUSE_PASSTHROUGH || GLFW_HAS_WINDOW_HOVERED
io.BackendFlags |= ImGuiBackendFlags_HasMouseHoveredViewport; // We can call io.AddMouseViewportEvent() with correct data (optional)
#endif
bd->Context = ImGui::GetCurrentContext();
bd->Window = window;
bd->Time = 0.0;
ImGui_ImplGlfw_ContextMap_Add(window, bd->Context);
ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
#if GLFW_VERSION_COMBINED < 3300
platform_io.Platform_SetClipboardTextFn = [](ImGuiContext*, const char* text) { glfwSetClipboardString(ImGui_ImplGlfw_GetBackendData()->Window, text); };
platform_io.Platform_GetClipboardTextFn = [](ImGuiContext*) { return glfwGetClipboardString(ImGui_ImplGlfw_GetBackendData()->Window); };
#else
platform_io.Platform_SetClipboardTextFn = [](ImGuiContext*, const char* text) { glfwSetClipboardString(nullptr, text); };
platform_io.Platform_GetClipboardTextFn = [](ImGuiContext*) { return glfwGetClipboardString(nullptr); };
#endif
#ifdef __EMSCRIPTEN__
platform_io.Platform_OpenInShellFn = [](ImGuiContext*, const char* url) { ImGui_ImplGlfw_EmscriptenOpenURL(url); return true; };
#endif
// Create mouse cursors
// (By design, on X11 cursors are user configurable and some cursors may be missing. When a cursor doesn't exist,
// GLFW will emit an error which will often be printed by the app, so we temporarily disable error reporting.
// Missing cursors will return nullptr and our _UpdateMouseCursor() function will use the Arrow cursor instead.)
GLFWerrorfun prev_error_callback = glfwSetErrorCallback(nullptr);
bd->MouseCursors[ImGuiMouseCursor_Arrow] = glfwCreateStandardCursor(GLFW_ARROW_CURSOR);
bd->MouseCursors[ImGuiMouseCursor_TextInput] = glfwCreateStandardCursor(GLFW_IBEAM_CURSOR);
bd->MouseCursors[ImGuiMouseCursor_ResizeNS] = glfwCreateStandardCursor(GLFW_VRESIZE_CURSOR);
bd->MouseCursors[ImGuiMouseCursor_ResizeEW] = glfwCreateStandardCursor(GLFW_HRESIZE_CURSOR);
bd->MouseCursors[ImGuiMouseCursor_Hand] = glfwCreateStandardCursor(GLFW_HAND_CURSOR);
#if GLFW_HAS_NEW_CURSORS
bd->MouseCursors[ImGuiMouseCursor_ResizeAll] = glfwCreateStandardCursor(GLFW_RESIZE_ALL_CURSOR);
bd->MouseCursors[ImGuiMouseCursor_ResizeNESW] = glfwCreateStandardCursor(GLFW_RESIZE_NESW_CURSOR);
bd->MouseCursors[ImGuiMouseCursor_ResizeNWSE] = glfwCreateStandardCursor(GLFW_RESIZE_NWSE_CURSOR);
bd->MouseCursors[ImGuiMouseCursor_NotAllowed] = glfwCreateStandardCursor(GLFW_NOT_ALLOWED_CURSOR);
#else
bd->MouseCursors[ImGuiMouseCursor_ResizeAll] = glfwCreateStandardCursor(GLFW_ARROW_CURSOR);
bd->MouseCursors[ImGuiMouseCursor_ResizeNESW] = glfwCreateStandardCursor(GLFW_ARROW_CURSOR);
bd->MouseCursors[ImGuiMouseCursor_ResizeNWSE] = glfwCreateStandardCursor(GLFW_ARROW_CURSOR);
bd->MouseCursors[ImGuiMouseCursor_NotAllowed] = glfwCreateStandardCursor(GLFW_ARROW_CURSOR);
#endif
glfwSetErrorCallback(prev_error_callback);
#if GLFW_HAS_GETERROR && !defined(__EMSCRIPTEN__) // Eat errors (see #5908)
(void)glfwGetError(nullptr);
#endif
// Chain GLFW callbacks: our callbacks will call the user's previously installed callbacks, if any.
if (install_callbacks)
ImGui_ImplGlfw_InstallCallbacks(window);
// Update monitor a first time during init
// (note: monitor callback are broken in GLFW 3.2 and earlier, see github.com/glfw/glfw/issues/784)
ImGui_ImplGlfw_UpdateMonitors();
glfwSetMonitorCallback(ImGui_ImplGlfw_MonitorCallback);
// Set platform dependent data in viewport
ImGuiViewport* main_viewport = ImGui::GetMainViewport();
main_viewport->PlatformHandle = (void*)bd->Window;
#ifdef _WIN32
main_viewport->PlatformHandleRaw = glfwGetWin32Window(bd->Window);
#elif defined(__APPLE__)
main_viewport->PlatformHandleRaw = (void*)glfwGetCocoaWindow(bd->Window);
#else
IM_UNUSED(main_viewport);
#endif
if (has_viewports)
ImGui_ImplGlfw_InitMultiViewportSupport();
// Windows: register a WndProc hook so we can intercept some messages.
#ifdef _WIN32
HWND hwnd = (HWND)main_viewport->PlatformHandleRaw;
::SetPropA(hwnd, "IMGUI_BACKEND_DATA", bd);
bd->PrevWndProc = (WNDPROC)::GetWindowLongPtrW(hwnd, GWLP_WNDPROC);
IM_ASSERT(bd->PrevWndProc != nullptr);
::SetWindowLongPtrW((HWND)main_viewport->PlatformHandleRaw, GWLP_WNDPROC, (LONG_PTR)ImGui_ImplGlfw_WndProc);
#endif
// Emscripten: the same application can run on various platforms, so we detect the Apple platform at runtime
// to override io.ConfigMacOSXBehaviors from its default (which is always false in Emscripten).
#ifdef __EMSCRIPTEN__
#if EMSCRIPTEN_USE_PORT_CONTRIB_GLFW3 >= 34020240817
if (emscripten::glfw3::IsRuntimePlatformApple())
{
io.ConfigMacOSXBehaviors = true;
// Due to how the browser (poorly) handles the Meta Key, this line essentially disables repeats when used.
// This means that Meta + V only registers a single key-press, even if the keys are held.
// This is a compromise for dealing with this issue in ImGui since ImGui implements key repeat itself.
// See https://github.com/pongasoft/emscripten-glfw/blob/v3.4.0.20240817/docs/Usage.md#the-problem-of-the-super-key
emscripten::glfw3::SetSuperPlusKeyTimeouts(10, 10);
}
#endif
#endif
bd->ClientApi = client_api;
return true;
}
bool ImGui_ImplGlfw_InitForOpenGL(GLFWwindow* window, bool install_callbacks)
{
return ImGui_ImplGlfw_Init(window, install_callbacks, GlfwClientApi_OpenGL);
}
bool ImGui_ImplGlfw_InitForVulkan(GLFWwindow* window, bool install_callbacks)
{
return ImGui_ImplGlfw_Init(window, install_callbacks, GlfwClientApi_Vulkan);
}
bool ImGui_ImplGlfw_InitForOther(GLFWwindow* window, bool install_callbacks)
{
return ImGui_ImplGlfw_Init(window, install_callbacks, GlfwClientApi_Unknown);
}
void ImGui_ImplGlfw_Shutdown()
{
ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
IM_ASSERT(bd != nullptr && "No platform backend to shutdown, or already shutdown?");
ImGuiIO& io = ImGui::GetIO();
ImGui_ImplGlfw_ShutdownMultiViewportSupport();
if (bd->InstalledCallbacks)
ImGui_ImplGlfw_RestoreCallbacks(bd->Window);
#ifdef EMSCRIPTEN_USE_EMBEDDED_GLFW3
if (bd->CanvasSelector)
emscripten_set_wheel_callback(bd->CanvasSelector, nullptr, false, nullptr);
#endif
for (ImGuiMouseCursor cursor_n = 0; cursor_n < ImGuiMouseCursor_COUNT; cursor_n++)
glfwDestroyCursor(bd->MouseCursors[cursor_n]);
// Windows: restore our WndProc hook
#ifdef _WIN32
ImGuiViewport* main_viewport = ImGui::GetMainViewport();
::SetPropA((HWND)main_viewport->PlatformHandleRaw, "IMGUI_BACKEND_DATA", nullptr);
::SetWindowLongPtrW((HWND)main_viewport->PlatformHandleRaw, GWLP_WNDPROC, (LONG_PTR)bd->PrevWndProc);
bd->PrevWndProc = nullptr;
#endif
io.BackendPlatformName = nullptr;
io.BackendPlatformUserData = nullptr;
io.BackendFlags &= ~(ImGuiBackendFlags_HasMouseCursors | ImGuiBackendFlags_HasSetMousePos | ImGuiBackendFlags_HasGamepad | ImGuiBackendFlags_PlatformHasViewports | ImGuiBackendFlags_HasMouseHoveredViewport);
ImGui_ImplGlfw_ContextMap_Remove(bd->Window);
IM_DELETE(bd);
}
static void ImGui_ImplGlfw_UpdateMouseData()
{
ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
ImGuiIO& io = ImGui::GetIO();
ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
ImGuiID mouse_viewport_id = 0;
const ImVec2 mouse_pos_prev = io.MousePos;
for (int n = 0; n < platform_io.Viewports.Size; n++)
{
ImGuiViewport* viewport = platform_io.Viewports[n];
GLFWwindow* window = (GLFWwindow*)viewport->PlatformHandle;
#ifdef EMSCRIPTEN_USE_EMBEDDED_GLFW3
const bool is_window_focused = true;
#else
const bool is_window_focused = glfwGetWindowAttrib(window, GLFW_FOCUSED) != 0;
#endif
if (is_window_focused)
{
// (Optional) Set OS mouse position from Dear ImGui if requested (rarely used, only when io.ConfigNavMoveSetMousePos is enabled by user)
// When multi-viewports are enabled, all Dear ImGui positions are same as OS positions.
if (io.WantSetMousePos)
glfwSetCursorPos(window, (double)(mouse_pos_prev.x - viewport->Pos.x), (double)(mouse_pos_prev.y - viewport->Pos.y));
// (Optional) Fallback to provide mouse position when focused (ImGui_ImplGlfw_CursorPosCallback already provides this when hovered or captured)
if (bd->MouseWindow == nullptr)
{
double mouse_x, mouse_y;
glfwGetCursorPos(window, &mouse_x, &mouse_y);
if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
{
// Single viewport mode: mouse position in client window coordinates (io.MousePos is (0,0) when the mouse is on the upper-left corner of the app window)
// Multi-viewport mode: mouse position in OS absolute coordinates (io.MousePos is (0,0) when the mouse is on the upper-left of the primary monitor)
int window_x, window_y;
glfwGetWindowPos(window, &window_x, &window_y);
mouse_x += window_x;
mouse_y += window_y;
}
bd->LastValidMousePos = ImVec2((float)mouse_x, (float)mouse_y);
io.AddMousePosEvent((float)mouse_x, (float)mouse_y);
}
}
// (Optional) When using multiple viewports: call io.AddMouseViewportEvent() with the viewport the OS mouse cursor is hovering.
// If ImGuiBackendFlags_HasMouseHoveredViewport is not set by the backend, Dear imGui will ignore this field and infer the information using its flawed heuristic.
// - [X] GLFW >= 3.3 backend ON WINDOWS ONLY does correctly ignore viewports with the _NoInputs flag (since we implement hit via our WndProc hook)
// On other platforms we rely on the library fallbacking to its own search when reporting a viewport with _NoInputs flag.
// - [!] GLFW <= 3.2 backend CANNOT correctly ignore viewports with the _NoInputs flag, and CANNOT reported Hovered Viewport because of mouse capture.
// Some backend are not able to handle that correctly. If a backend report an hovered viewport that has the _NoInputs flag (e.g. when dragging a window
// for docking, the viewport has the _NoInputs flag in order to allow us to find the viewport under), then Dear ImGui is forced to ignore the value reported
// by the backend, and use its flawed heuristic to guess the viewport behind.
// - [X] GLFW backend correctly reports this regardless of another viewport behind focused and dragged from (we need this to find a useful drag and drop target).
// FIXME: This is currently only correct on Win32. See what we do below with the WM_NCHITTEST, missing an equivalent for other systems.
// See https://github.com/glfw/glfw/issues/1236 if you want to help in making this a GLFW feature.
#if GLFW_HAS_MOUSE_PASSTHROUGH
const bool window_no_input = (viewport->Flags & ImGuiViewportFlags_NoInputs) != 0;
glfwSetWindowAttrib(window, GLFW_MOUSE_PASSTHROUGH, window_no_input);
#endif
#if GLFW_HAS_MOUSE_PASSTHROUGH || GLFW_HAS_WINDOW_HOVERED
if (glfwGetWindowAttrib(window, GLFW_HOVERED))
mouse_viewport_id = viewport->ID;
#else
// We cannot use bd->MouseWindow maintained from CursorEnter/Leave callbacks, because it is locked to the window capturing mouse.
#endif
}
if (io.BackendFlags & ImGuiBackendFlags_HasMouseHoveredViewport)
io.AddMouseViewportEvent(mouse_viewport_id);
}
static void ImGui_ImplGlfw_UpdateMouseCursor()
{
ImGuiIO& io = ImGui::GetIO();
ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
if ((io.ConfigFlags & ImGuiConfigFlags_NoMouseCursorChange) || glfwGetInputMode(bd->Window, GLFW_CURSOR) == GLFW_CURSOR_DISABLED)
return;
ImGuiMouseCursor imgui_cursor = ImGui::GetMouseCursor();
ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
for (int n = 0; n < platform_io.Viewports.Size; n++)
{
GLFWwindow* window = (GLFWwindow*)platform_io.Viewports[n]->PlatformHandle;
if (imgui_cursor == ImGuiMouseCursor_None || io.MouseDrawCursor)
{
// Hide OS mouse cursor if imgui is drawing it or if it wants no cursor
glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_HIDDEN);
}
else
{
// Show OS mouse cursor
// FIXME-PLATFORM: Unfocused windows seems to fail changing the mouse cursor with GLFW 3.2, but 3.3 works here.
glfwSetCursor(window, bd->MouseCursors[imgui_cursor] ? bd->MouseCursors[imgui_cursor] : bd->MouseCursors[ImGuiMouseCursor_Arrow]);
glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_NORMAL);
}
}
}
// Update gamepad inputs
static inline float Saturate(float v) { return v < 0.0f ? 0.0f : v > 1.0f ? 1.0f : v; }
static void ImGui_ImplGlfw_UpdateGamepads()
{
ImGuiIO& io = ImGui::GetIO();
if ((io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) == 0) // FIXME: Technically feeding gamepad shouldn't depend on this now that they are regular inputs, but see #8075
return;
io.BackendFlags &= ~ImGuiBackendFlags_HasGamepad;
#if GLFW_HAS_GAMEPAD_API && !defined(EMSCRIPTEN_USE_EMBEDDED_GLFW3)
GLFWgamepadstate gamepad;
if (!glfwGetGamepadState(GLFW_JOYSTICK_1, &gamepad))
return;
#define MAP_BUTTON(KEY_NO, BUTTON_NO, _UNUSED) do { io.AddKeyEvent(KEY_NO, gamepad.buttons[BUTTON_NO] != 0); } while (0)
#define MAP_ANALOG(KEY_NO, AXIS_NO, _UNUSED, V0, V1) do { float v = gamepad.axes[AXIS_NO]; v = (v - V0) / (V1 - V0); io.AddKeyAnalogEvent(KEY_NO, v > 0.10f, Saturate(v)); } while (0)
#else
int axes_count = 0, buttons_count = 0;
const float* axes = glfwGetJoystickAxes(GLFW_JOYSTICK_1, &axes_count);
const unsigned char* buttons = glfwGetJoystickButtons(GLFW_JOYSTICK_1, &buttons_count);
if (axes_count == 0 || buttons_count == 0)
return;
#define MAP_BUTTON(KEY_NO, _UNUSED, BUTTON_NO) do { io.AddKeyEvent(KEY_NO, (buttons_count > BUTTON_NO && buttons[BUTTON_NO] == GLFW_PRESS)); } while (0)
#define MAP_ANALOG(KEY_NO, _UNUSED, AXIS_NO, V0, V1) do { float v = (axes_count > AXIS_NO) ? axes[AXIS_NO] : V0; v = (v - V0) / (V1 - V0); io.AddKeyAnalogEvent(KEY_NO, v > 0.10f, Saturate(v)); } while (0)
#endif
io.BackendFlags |= ImGuiBackendFlags_HasGamepad;
MAP_BUTTON(ImGuiKey_GamepadStart, GLFW_GAMEPAD_BUTTON_START, 7);
MAP_BUTTON(ImGuiKey_GamepadBack, GLFW_GAMEPAD_BUTTON_BACK, 6);
MAP_BUTTON(ImGuiKey_GamepadFaceLeft, GLFW_GAMEPAD_BUTTON_X, 2); // Xbox X, PS Square
MAP_BUTTON(ImGuiKey_GamepadFaceRight, GLFW_GAMEPAD_BUTTON_B, 1); // Xbox B, PS Circle
MAP_BUTTON(ImGuiKey_GamepadFaceUp, GLFW_GAMEPAD_BUTTON_Y, 3); // Xbox Y, PS Triangle
MAP_BUTTON(ImGuiKey_GamepadFaceDown, GLFW_GAMEPAD_BUTTON_A, 0); // Xbox A, PS Cross
MAP_BUTTON(ImGuiKey_GamepadDpadLeft, GLFW_GAMEPAD_BUTTON_DPAD_LEFT, 13);
MAP_BUTTON(ImGuiKey_GamepadDpadRight, GLFW_GAMEPAD_BUTTON_DPAD_RIGHT, 11);
MAP_BUTTON(ImGuiKey_GamepadDpadUp, GLFW_GAMEPAD_BUTTON_DPAD_UP, 10);
MAP_BUTTON(ImGuiKey_GamepadDpadDown, GLFW_GAMEPAD_BUTTON_DPAD_DOWN, 12);
MAP_BUTTON(ImGuiKey_GamepadL1, GLFW_GAMEPAD_BUTTON_LEFT_BUMPER, 4);
MAP_BUTTON(ImGuiKey_GamepadR1, GLFW_GAMEPAD_BUTTON_RIGHT_BUMPER, 5);
MAP_ANALOG(ImGuiKey_GamepadL2, GLFW_GAMEPAD_AXIS_LEFT_TRIGGER, 4, -0.75f, +1.0f);
MAP_ANALOG(ImGuiKey_GamepadR2, GLFW_GAMEPAD_AXIS_RIGHT_TRIGGER, 5, -0.75f, +1.0f);
MAP_BUTTON(ImGuiKey_GamepadL3, GLFW_GAMEPAD_BUTTON_LEFT_THUMB, 8);
MAP_BUTTON(ImGuiKey_GamepadR3, GLFW_GAMEPAD_BUTTON_RIGHT_THUMB, 9);
MAP_ANALOG(ImGuiKey_GamepadLStickLeft, GLFW_GAMEPAD_AXIS_LEFT_X, 0, -0.25f, -1.0f);
MAP_ANALOG(ImGuiKey_GamepadLStickRight, GLFW_GAMEPAD_AXIS_LEFT_X, 0, +0.25f, +1.0f);
MAP_ANALOG(ImGuiKey_GamepadLStickUp, GLFW_GAMEPAD_AXIS_LEFT_Y, 1, -0.25f, -1.0f);
MAP_ANALOG(ImGuiKey_GamepadLStickDown, GLFW_GAMEPAD_AXIS_LEFT_Y, 1, +0.25f, +1.0f);
MAP_ANALOG(ImGuiKey_GamepadRStickLeft, GLFW_GAMEPAD_AXIS_RIGHT_X, 2, -0.25f, -1.0f);
MAP_ANALOG(ImGuiKey_GamepadRStickRight, GLFW_GAMEPAD_AXIS_RIGHT_X, 2, +0.25f, +1.0f);
MAP_ANALOG(ImGuiKey_GamepadRStickUp, GLFW_GAMEPAD_AXIS_RIGHT_Y, 3, -0.25f, -1.0f);
MAP_ANALOG(ImGuiKey_GamepadRStickDown, GLFW_GAMEPAD_AXIS_RIGHT_Y, 3, +0.25f, +1.0f);
#undef MAP_BUTTON
#undef MAP_ANALOG
}
static void ImGui_ImplGlfw_UpdateMonitors()
{
ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
int monitors_count = 0;
GLFWmonitor** glfw_monitors = glfwGetMonitors(&monitors_count);
if (monitors_count == 0) // Preserve existing monitor list if there are none. Happens on macOS sleeping (#5683)
return;
platform_io.Monitors.resize(0);
for (int n = 0; n < monitors_count; n++)
{
ImGuiPlatformMonitor monitor;
int x, y;
glfwGetMonitorPos(glfw_monitors[n], &x, &y);
const GLFWvidmode* vid_mode = glfwGetVideoMode(glfw_monitors[n]);
if (vid_mode == nullptr)
continue; // Failed to get Video mode (e.g. Emscripten does not support this function)
monitor.MainPos = monitor.WorkPos = ImVec2((float)x, (float)y);
monitor.MainSize = monitor.WorkSize = ImVec2((float)vid_mode->width, (float)vid_mode->height);
#if GLFW_HAS_MONITOR_WORK_AREA
int w, h;
glfwGetMonitorWorkarea(glfw_monitors[n], &x, &y, &w, &h);
if (w > 0 && h > 0) // Workaround a small GLFW issue reporting zero on monitor changes: https://github.com/glfw/glfw/pull/1761
{
monitor.WorkPos = ImVec2((float)x, (float)y);
monitor.WorkSize = ImVec2((float)w, (float)h);
}
#endif
float scale = ImGui_ImplGlfw_GetContentScaleForMonitor(glfw_monitors[n]);
if (scale == 0.0f)
continue; // Some accessibility applications are declaring virtual monitors with a DPI of 0, see #7902.
monitor.DpiScale = scale;
monitor.PlatformHandle = (void*)glfw_monitors[n]; // [...] GLFW doc states: "guaranteed to be valid only until the monitor configuration changes"
platform_io.Monitors.push_back(monitor);
}
}
// - On Windows the process needs to be marked DPI-aware!! SDL2 doesn't do it by default. You can call ::SetProcessDPIAware() or call ImGui_ImplWin32_EnableDpiAwareness() from Win32 backend.
// - Apple platforms use FramebufferScale so we always return 1.0f.
// - Some accessibility applications are declaring virtual monitors with a DPI of 0.0f, see #7902. We preserve this value for caller to handle.
float ImGui_ImplGlfw_GetContentScaleForWindow(GLFWwindow* window)
{
#if GLFW_HAS_PER_MONITOR_DPI && !defined(__APPLE__)
float x_scale, y_scale;
glfwGetWindowContentScale(window, &x_scale, &y_scale);
return x_scale;
#else
IM_UNUSED(window);
return 1.0f;
#endif
}
float ImGui_ImplGlfw_GetContentScaleForMonitor(GLFWmonitor* monitor)
{
#if GLFW_HAS_PER_MONITOR_DPI && !defined(__APPLE__)
float x_scale, y_scale;
glfwGetMonitorContentScale(monitor, &x_scale, &y_scale);
return x_scale;
#else
IM_UNUSED(monitor);
return 1.0f;
#endif
}
static void ImGui_ImplGlfw_GetWindowSizeAndFramebufferScale(GLFWwindow* window, ImVec2* out_size, ImVec2* out_framebuffer_scale)
{
int w, h;
int display_w, display_h;
glfwGetWindowSize(window, &w, &h);
glfwGetFramebufferSize(window, &display_w, &display_h);
if (out_size != nullptr)
*out_size = ImVec2((float)w, (float)h);
if (out_framebuffer_scale != nullptr)
*out_framebuffer_scale = (w > 0 && h > 0) ? ImVec2((float)display_w / (float)w, (float)display_h / (float)h) : ImVec2(1.0f, 1.0f);
}
void ImGui_ImplGlfw_NewFrame()
{
ImGuiIO& io = ImGui::GetIO();
ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
IM_ASSERT(bd != nullptr && "Context or backend not initialized! Did you call ImGui_ImplGlfw_InitForXXX()?");
// Setup main viewport size (every frame to accommodate for window resizing)
ImGui_ImplGlfw_GetWindowSizeAndFramebufferScale(bd->Window, &io.DisplaySize, &io.DisplayFramebufferScale);
ImGui_ImplGlfw_UpdateMonitors();
// Setup time step
// (Accept glfwGetTime() not returning a monotonically increasing value. Seems to happens on disconnecting peripherals and probably on VMs and Emscripten, see #6491, #6189, #6114, #3644)
double current_time = glfwGetTime();
if (current_time <= bd->Time)
current_time = bd->Time + 0.00001f;
io.DeltaTime = bd->Time > 0.0 ? (float)(current_time - bd->Time) : (float)(1.0f / 60.0f);
bd->Time = current_time;
bd->MouseIgnoreButtonUp = false;
ImGui_ImplGlfw_UpdateMouseData();
ImGui_ImplGlfw_UpdateMouseCursor();
// Update game controllers (if enabled and available)
ImGui_ImplGlfw_UpdateGamepads();
}
// GLFW doesn't provide a portable sleep function
void ImGui_ImplGlfw_Sleep(int milliseconds)
{
#ifdef _WIN32
::Sleep(milliseconds);
#else
usleep(milliseconds * 1000);
#endif
}
#ifdef EMSCRIPTEN_USE_EMBEDDED_GLFW3
static EM_BOOL ImGui_ImplGlfw_OnCanvasSizeChange(int event_type, const EmscriptenUiEvent* event, void* user_data)
{
ImGui_ImplGlfw_Data* bd = (ImGui_ImplGlfw_Data*)user_data;
double canvas_width, canvas_height;
emscripten_get_element_css_size(bd->CanvasSelector, &canvas_width, &canvas_height);
glfwSetWindowSize(bd->Window, (int)canvas_width, (int)canvas_height);
return true;
}
static EM_BOOL ImGui_ImplEmscripten_FullscreenChangeCallback(int event_type, const EmscriptenFullscreenChangeEvent* event, void* user_data)
{
ImGui_ImplGlfw_Data* bd = (ImGui_ImplGlfw_Data*)user_data;
double canvas_width, canvas_height;
emscripten_get_element_css_size(bd->CanvasSelector, &canvas_width, &canvas_height);
glfwSetWindowSize(bd->Window, (int)canvas_width, (int)canvas_height);
return true;
}
// 'canvas_selector' is a CSS selector. The event listener is applied to the first element that matches the query.
// STRING MUST PERSIST FOR THE APPLICATION DURATION. PLEASE USE A STRING LITERAL OR ENSURE POINTER WILL STAY VALID.
void ImGui_ImplGlfw_InstallEmscriptenCallbacks(GLFWwindow*, const char* canvas_selector)
{
IM_ASSERT(canvas_selector != nullptr);
ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
IM_ASSERT(bd != nullptr && "Context or backend not initialized! Did you call ImGui_ImplGlfw_InitForXXX()?");
bd->CanvasSelector = canvas_selector;
emscripten_set_resize_callback(EMSCRIPTEN_EVENT_TARGET_WINDOW, bd, false, ImGui_ImplGlfw_OnCanvasSizeChange);
emscripten_set_fullscreenchange_callback(EMSCRIPTEN_EVENT_TARGET_DOCUMENT, bd, false, ImGui_ImplEmscripten_FullscreenChangeCallback);
// Change the size of the GLFW window according to the size of the canvas
ImGui_ImplGlfw_OnCanvasSizeChange(EMSCRIPTEN_EVENT_RESIZE, {}, bd);
// Register Emscripten Wheel callback to workaround issue in Emscripten GLFW Emulation (#6096)
// We intentionally do not check 'if (install_callbacks)' here, as some users may set it to false and call GLFW callback themselves.
// FIXME: May break chaining in case user registered their own Emscripten callback?
emscripten_set_wheel_callback(bd->CanvasSelector, bd, false, ImGui_ImplEmscripten_WheelCallback);
}
#elif defined(EMSCRIPTEN_USE_PORT_CONTRIB_GLFW3)
// When using --use-port=contrib.glfw3 for the GLFW implementation, you can override the behavior of this call
// by invoking emscripten_glfw_make_canvas_resizable afterward.
// See https://github.com/pongasoft/emscripten-glfw/blob/master/docs/Usage.md#how-to-make-the-canvas-resizable-by-the-user for an explanation
void ImGui_ImplGlfw_InstallEmscriptenCallbacks(GLFWwindow* window, const char* canvas_selector)
{
GLFWwindow* w = (GLFWwindow*)(EM_ASM_INT({ return Module.glfwGetWindow(UTF8ToString($0)); }, canvas_selector));
IM_ASSERT(window == w); // Sanity check
IM_UNUSED(w);
emscripten_glfw_make_canvas_resizable(window, "window", nullptr);
}
#endif // #ifdef EMSCRIPTEN_USE_PORT_CONTRIB_GLFW3
//--------------------------------------------------------------------------------------------------------
// MULTI-VIEWPORT / PLATFORM INTERFACE SUPPORT
// This is an _advanced_ and _optional_ feature, allowing the backend to create and handle multiple viewports simultaneously.
// If you are new to dear imgui or creating a new binding for dear imgui, it is recommended that you completely ignore this section first..
//--------------------------------------------------------------------------------------------------------
// Helper structure we store in the void* PlatformUserData field of each ImGuiViewport to easily retrieve our backend data.
struct ImGui_ImplGlfw_ViewportData
{
GLFWwindow* Window; // Stored in ImGuiViewport::PlatformHandle
bool WindowOwned;
int IgnoreWindowPosEventFrame;
int IgnoreWindowSizeEventFrame;
#ifdef _WIN32
WNDPROC PrevWndProc;
#endif
ImGui_ImplGlfw_ViewportData() { memset((void*)this, 0, sizeof(*this)); IgnoreWindowSizeEventFrame = IgnoreWindowPosEventFrame = -1; }
~ImGui_ImplGlfw_ViewportData() { IM_ASSERT(Window == nullptr); }
};
static void ImGui_ImplGlfw_WindowCloseCallback(GLFWwindow* window)
{
if (ImGuiViewport* viewport = ImGui::FindViewportByPlatformHandle(window))
viewport->PlatformRequestClose = true;
}
// GLFW may dispatch window pos/size events after calling glfwSetWindowPos()/glfwSetWindowSize().
// However: depending on the platform the callback may be invoked at different time:
// - on Windows it appears to be called within the glfwSetWindowPos()/glfwSetWindowSize() call
// - on Linux it is queued and invoked during glfwPollEvents()
// Because the event doesn't always fire on glfwSetWindowXXX() we use a frame counter tag to only
// ignore recent glfwSetWindowXXX() calls.
static void ImGui_ImplGlfw_WindowPosCallback(GLFWwindow* window, int, int)
{
if (ImGuiViewport* viewport = ImGui::FindViewportByPlatformHandle(window))
{
if (ImGui_ImplGlfw_ViewportData* vd = (ImGui_ImplGlfw_ViewportData*)viewport->PlatformUserData)
{
bool ignore_event = (ImGui::GetFrameCount() <= vd->IgnoreWindowPosEventFrame + 1);
//data->IgnoreWindowPosEventFrame = -1;
if (ignore_event)
return;
}
viewport->PlatformRequestMove = true;
}
}
static void ImGui_ImplGlfw_WindowSizeCallback(GLFWwindow* window, int, int)
{
if (ImGuiViewport* viewport = ImGui::FindViewportByPlatformHandle(window))
{
if (ImGui_ImplGlfw_ViewportData* vd = (ImGui_ImplGlfw_ViewportData*)viewport->PlatformUserData)
{
bool ignore_event = (ImGui::GetFrameCount() <= vd->IgnoreWindowSizeEventFrame + 1);
//data->IgnoreWindowSizeEventFrame = -1;
if (ignore_event)
return;
}
viewport->PlatformRequestResize = true;
}
}
static void ImGui_ImplGlfw_CreateWindow(ImGuiViewport* viewport)
{
ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
ImGui_ImplGlfw_ViewportData* vd = IM_NEW(ImGui_ImplGlfw_ViewportData)();
viewport->PlatformUserData = vd;
// Workaround for Linux: ignore mouse up events corresponding to losing focus of the previously focused window (#7733, #3158, #7922)
#ifdef __linux__
bd->MouseIgnoreButtonUpWaitForFocusLoss = true;
#endif
// GLFW 3.2 unfortunately always set focus on glfwCreateWindow() if GLFW_VISIBLE is set, regardless of GLFW_FOCUSED
// With GLFW 3.3, the hint GLFW_FOCUS_ON_SHOW fixes this problem
glfwWindowHint(GLFW_VISIBLE, false);
glfwWindowHint(GLFW_FOCUSED, false);
#if GLFW_HAS_FOCUS_ON_SHOW
glfwWindowHint(GLFW_FOCUS_ON_SHOW, false);
#endif
glfwWindowHint(GLFW_DECORATED, (viewport->Flags & ImGuiViewportFlags_NoDecoration) ? false : true);
#if GLFW_HAS_WINDOW_TOPMOST
glfwWindowHint(GLFW_FLOATING, (viewport->Flags & ImGuiViewportFlags_TopMost) ? true : false);
#endif
GLFWwindow* share_window = (bd->ClientApi == GlfwClientApi_OpenGL) ? bd->Window : nullptr;
vd->Window = glfwCreateWindow((int)viewport->Size.x, (int)viewport->Size.y, "No Title Yet", nullptr, share_window);
vd->WindowOwned = true;
ImGui_ImplGlfw_ContextMap_Add(vd->Window, bd->Context);
viewport->PlatformHandle = (void*)vd->Window;
#ifdef _WIN32
viewport->PlatformHandleRaw = glfwGetWin32Window(vd->Window);
::SetPropA((HWND)viewport->PlatformHandleRaw, "IMGUI_BACKEND_DATA", bd);
#elif defined(__APPLE__)
viewport->PlatformHandleRaw = (void*)glfwGetCocoaWindow(vd->Window);
#endif
glfwSetWindowPos(vd->Window, (int)viewport->Pos.x, (int)viewport->Pos.y);
// Install GLFW callbacks for secondary viewports
glfwSetWindowFocusCallback(vd->Window, ImGui_ImplGlfw_WindowFocusCallback);
glfwSetCursorEnterCallback(vd->Window, ImGui_ImplGlfw_CursorEnterCallback);
glfwSetCursorPosCallback(vd->Window, ImGui_ImplGlfw_CursorPosCallback);
glfwSetMouseButtonCallback(vd->Window, ImGui_ImplGlfw_MouseButtonCallback);
glfwSetScrollCallback(vd->Window, ImGui_ImplGlfw_ScrollCallback);
glfwSetKeyCallback(vd->Window, ImGui_ImplGlfw_KeyCallback);
glfwSetCharCallback(vd->Window, ImGui_ImplGlfw_CharCallback);
glfwSetWindowCloseCallback(vd->Window, ImGui_ImplGlfw_WindowCloseCallback);
glfwSetWindowPosCallback(vd->Window, ImGui_ImplGlfw_WindowPosCallback);
glfwSetWindowSizeCallback(vd->Window, ImGui_ImplGlfw_WindowSizeCallback);
if (bd->ClientApi == GlfwClientApi_OpenGL)
{
glfwMakeContextCurrent(vd->Window);
glfwSwapInterval(0);
}
}
static void ImGui_ImplGlfw_DestroyWindow(ImGuiViewport* viewport)
{
ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
if (ImGui_ImplGlfw_ViewportData* vd = (ImGui_ImplGlfw_ViewportData*)viewport->PlatformUserData)
{
if (vd->WindowOwned)
{
#if !GLFW_HAS_MOUSE_PASSTHROUGH && GLFW_HAS_WINDOW_HOVERED && defined(_WIN32)
HWND hwnd = (HWND)viewport->PlatformHandleRaw;
::RemovePropA(hwnd, "IMGUI_VIEWPORT");
#endif
// Release any keys that were pressed in the window being destroyed and are still held down,
// because we will not receive any release events after window is destroyed.
for (int i = 0; i < IM_ARRAYSIZE(bd->KeyOwnerWindows); i++)
if (bd->KeyOwnerWindows[i] == vd->Window)
ImGui_ImplGlfw_KeyCallback(vd->Window, i, 0, GLFW_RELEASE, 0); // Later params are only used for main viewport, on which this function is never called.
ImGui_ImplGlfw_ContextMap_Remove(vd->Window);
glfwDestroyWindow(vd->Window);
}
vd->Window = nullptr;
IM_DELETE(vd);
}
viewport->PlatformUserData = viewport->PlatformHandle = nullptr;
}
static void ImGui_ImplGlfw_ShowWindow(ImGuiViewport* viewport)
{
ImGui_ImplGlfw_ViewportData* vd = (ImGui_ImplGlfw_ViewportData*)viewport->PlatformUserData;
#if defined(_WIN32)
// GLFW hack: Hide icon from task bar
HWND hwnd = (HWND)viewport->PlatformHandleRaw;
if (viewport->Flags & ImGuiViewportFlags_NoTaskBarIcon)
{
LONG ex_style = ::GetWindowLong(hwnd, GWL_EXSTYLE);
ex_style &= ~WS_EX_APPWINDOW;
ex_style |= WS_EX_TOOLWINDOW;
::SetWindowLong(hwnd, GWL_EXSTYLE, ex_style);
}
// GLFW hack: install WndProc for mouse source event and WM_NCHITTEST message handler.
::SetPropA(hwnd, "IMGUI_VIEWPORT", viewport);
vd->PrevWndProc = (WNDPROC)::GetWindowLongPtrW(hwnd, GWLP_WNDPROC);
::SetWindowLongPtrW(hwnd, GWLP_WNDPROC, (LONG_PTR)ImGui_ImplGlfw_WndProc);
#if !GLFW_HAS_FOCUS_ON_SHOW
// GLFW hack: GLFW 3.2 has a bug where glfwShowWindow() also activates/focus the window.
// The fix was pushed to GLFW repository on 2018/01/09 and should be included in GLFW 3.3 via a GLFW_FOCUS_ON_SHOW window attribute.
// See https://github.com/glfw/glfw/issues/1189
// FIXME-VIEWPORT: Implement same work-around for Linux/OSX in the meanwhile.
if (viewport->Flags & ImGuiViewportFlags_NoFocusOnAppearing)
{
::ShowWindow(hwnd, SW_SHOWNA);
return;
}
#endif
#endif
glfwShowWindow(vd->Window);
}
static ImVec2 ImGui_ImplGlfw_GetWindowPos(ImGuiViewport* viewport)
{
ImGui_ImplGlfw_ViewportData* vd = (ImGui_ImplGlfw_ViewportData*)viewport->PlatformUserData;
int x = 0, y = 0;
glfwGetWindowPos(vd->Window, &x, &y);
return ImVec2((float)x, (float)y);
}
static void ImGui_ImplGlfw_SetWindowPos(ImGuiViewport* viewport, ImVec2 pos)
{
ImGui_ImplGlfw_ViewportData* vd = (ImGui_ImplGlfw_ViewportData*)viewport->PlatformUserData;
vd->IgnoreWindowPosEventFrame = ImGui::GetFrameCount();
glfwSetWindowPos(vd->Window, (int)pos.x, (int)pos.y);
}
static ImVec2 ImGui_ImplGlfw_GetWindowSize(ImGuiViewport* viewport)
{
ImGui_ImplGlfw_ViewportData* vd = (ImGui_ImplGlfw_ViewportData*)viewport->PlatformUserData;
int w = 0, h = 0;
glfwGetWindowSize(vd->Window, &w, &h);
return ImVec2((float)w, (float)h);
}
static void ImGui_ImplGlfw_SetWindowSize(ImGuiViewport* viewport, ImVec2 size)
{
ImGui_ImplGlfw_ViewportData* vd = (ImGui_ImplGlfw_ViewportData*)viewport->PlatformUserData;
#if defined(__APPLE__) && !GLFW_HAS_OSX_WINDOW_POS_FIX
// Native OS windows are positioned from the bottom-left corner on macOS, whereas on other platforms they are
// positioned from the upper-left corner. GLFW makes an effort to convert macOS style coordinates, however it
// doesn't handle it when changing size. We are manually moving the window in order for changes of size to be based
// on the upper-left corner.
int x, y, width, height;
glfwGetWindowPos(vd->Window, &x, &y);
glfwGetWindowSize(vd->Window, &width, &height);
glfwSetWindowPos(vd->Window, x, y - height + size.y);
#endif
vd->IgnoreWindowSizeEventFrame = ImGui::GetFrameCount();
glfwSetWindowSize(vd->Window, (int)size.x, (int)size.y);
}
static ImVec2 ImGui_ImplGlfw_GetWindowFramebufferScale(ImGuiViewport* viewport)
{
ImGui_ImplGlfw_ViewportData* vd = (ImGui_ImplGlfw_ViewportData*)viewport->PlatformUserData;
ImVec2 framebuffer_scale;
ImGui_ImplGlfw_GetWindowSizeAndFramebufferScale(vd->Window, nullptr, &framebuffer_scale);
return framebuffer_scale;
}
static void ImGui_ImplGlfw_SetWindowTitle(ImGuiViewport* viewport, const char* title)
{
ImGui_ImplGlfw_ViewportData* vd = (ImGui_ImplGlfw_ViewportData*)viewport->PlatformUserData;
glfwSetWindowTitle(vd->Window, title);
}
static void ImGui_ImplGlfw_SetWindowFocus(ImGuiViewport* viewport)
{
#if GLFW_HAS_FOCUS_WINDOW
ImGui_ImplGlfw_ViewportData* vd = (ImGui_ImplGlfw_ViewportData*)viewport->PlatformUserData;
glfwFocusWindow(vd->Window);
#else
// FIXME: What are the effect of not having this function? At the moment imgui doesn't actually call SetWindowFocus - we set that up ahead, will answer that question later.
(void)viewport;
#endif
}
static bool ImGui_ImplGlfw_GetWindowFocus(ImGuiViewport* viewport)
{
ImGui_ImplGlfw_ViewportData* vd = (ImGui_ImplGlfw_ViewportData*)viewport->PlatformUserData;
return glfwGetWindowAttrib(vd->Window, GLFW_FOCUSED) != 0;
}
static bool ImGui_ImplGlfw_GetWindowMinimized(ImGuiViewport* viewport)
{
ImGui_ImplGlfw_ViewportData* vd = (ImGui_ImplGlfw_ViewportData*)viewport->PlatformUserData;
return glfwGetWindowAttrib(vd->Window, GLFW_ICONIFIED) != 0;
}
#if GLFW_HAS_WINDOW_ALPHA
static void ImGui_ImplGlfw_SetWindowAlpha(ImGuiViewport* viewport, float alpha)
{
ImGui_ImplGlfw_ViewportData* vd = (ImGui_ImplGlfw_ViewportData*)viewport->PlatformUserData;
glfwSetWindowOpacity(vd->Window, alpha);
}
#endif
static void ImGui_ImplGlfw_RenderWindow(ImGuiViewport* viewport, void*)
{
ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
ImGui_ImplGlfw_ViewportData* vd = (ImGui_ImplGlfw_ViewportData*)viewport->PlatformUserData;
if (bd->ClientApi == GlfwClientApi_OpenGL)
glfwMakeContextCurrent(vd->Window);
}
static void ImGui_ImplGlfw_SwapBuffers(ImGuiViewport* viewport, void*)
{
ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
ImGui_ImplGlfw_ViewportData* vd = (ImGui_ImplGlfw_ViewportData*)viewport->PlatformUserData;
if (bd->ClientApi == GlfwClientApi_OpenGL)
{
glfwMakeContextCurrent(vd->Window);
glfwSwapBuffers(vd->Window);
}
}
//--------------------------------------------------------------------------------------------------------
// Vulkan support (the Vulkan renderer needs to call a platform-side support function to create the surface)
//--------------------------------------------------------------------------------------------------------
// Avoid including <vulkan.h> so we can build without it
#if GLFW_HAS_VULKAN
#ifndef VULKAN_H_
#define VK_DEFINE_HANDLE(object) typedef struct object##_T* object;
#if defined(__LP64__) || defined(_WIN64) || defined(__x86_64__) || defined(_M_X64) || defined(__ia64) || defined (_M_IA64) || defined(__aarch64__) || defined(__powerpc64__)
#define VK_DEFINE_NON_DISPATCHABLE_HANDLE(object) typedef struct object##_T *object;
#else
#define VK_DEFINE_NON_DISPATCHABLE_HANDLE(object) typedef uint64_t object;
#endif
VK_DEFINE_HANDLE(VkInstance)
VK_DEFINE_NON_DISPATCHABLE_HANDLE(VkSurfaceKHR)
struct VkAllocationCallbacks;
enum VkResult { VK_RESULT_MAX_ENUM = 0x7FFFFFFF };
#endif // VULKAN_H_
extern "C" { extern GLFWAPI VkResult glfwCreateWindowSurface(VkInstance instance, GLFWwindow* window, const VkAllocationCallbacks* allocator, VkSurfaceKHR* surface); }
static int ImGui_ImplGlfw_CreateVkSurface(ImGuiViewport* viewport, ImU64 vk_instance, const void* vk_allocator, ImU64* out_vk_surface)
{
ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
ImGui_ImplGlfw_ViewportData* vd = (ImGui_ImplGlfw_ViewportData*)viewport->PlatformUserData;
IM_UNUSED(bd);
IM_ASSERT(bd->ClientApi == GlfwClientApi_Vulkan);
VkResult err = glfwCreateWindowSurface((VkInstance)vk_instance, vd->Window, (const VkAllocationCallbacks*)vk_allocator, (VkSurfaceKHR*)out_vk_surface);
return (int)err;
}
#endif // GLFW_HAS_VULKAN
static void ImGui_ImplGlfw_InitMultiViewportSupport()
{
// Register platform interface (will be coupled with a renderer interface)
ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
platform_io.Platform_CreateWindow = ImGui_ImplGlfw_CreateWindow;
platform_io.Platform_DestroyWindow = ImGui_ImplGlfw_DestroyWindow;
platform_io.Platform_ShowWindow = ImGui_ImplGlfw_ShowWindow;
platform_io.Platform_SetWindowPos = ImGui_ImplGlfw_SetWindowPos;
platform_io.Platform_GetWindowPos = ImGui_ImplGlfw_GetWindowPos;
platform_io.Platform_SetWindowSize = ImGui_ImplGlfw_SetWindowSize;
platform_io.Platform_GetWindowSize = ImGui_ImplGlfw_GetWindowSize;
platform_io.Platform_GetWindowFramebufferScale = ImGui_ImplGlfw_GetWindowFramebufferScale;
platform_io.Platform_SetWindowFocus = ImGui_ImplGlfw_SetWindowFocus;
platform_io.Platform_GetWindowFocus = ImGui_ImplGlfw_GetWindowFocus;
platform_io.Platform_GetWindowMinimized = ImGui_ImplGlfw_GetWindowMinimized;
platform_io.Platform_SetWindowTitle = ImGui_ImplGlfw_SetWindowTitle;
platform_io.Platform_RenderWindow = ImGui_ImplGlfw_RenderWindow;
platform_io.Platform_SwapBuffers = ImGui_ImplGlfw_SwapBuffers;
#if GLFW_HAS_WINDOW_ALPHA
platform_io.Platform_SetWindowAlpha = ImGui_ImplGlfw_SetWindowAlpha;
#endif
#if GLFW_HAS_VULKAN
platform_io.Platform_CreateVkSurface = ImGui_ImplGlfw_CreateVkSurface;
#endif
// Register main window handle (which is owned by the main application, not by us)
// This is mostly for simplicity and consistency, so that our code (e.g. mouse handling etc.) can use same logic for main and secondary viewports.
ImGuiViewport* main_viewport = ImGui::GetMainViewport();
ImGui_ImplGlfw_ViewportData* vd = IM_NEW(ImGui_ImplGlfw_ViewportData)();
vd->Window = bd->Window;
vd->WindowOwned = false;
main_viewport->PlatformUserData = vd;
main_viewport->PlatformHandle = (void*)bd->Window;
}
static void ImGui_ImplGlfw_ShutdownMultiViewportSupport()
{
ImGui::DestroyPlatformWindows();
}
//-----------------------------------------------------------------------------
// WndProc hook (declared here because we will need access to ImGui_ImplGlfw_ViewportData)
#ifdef _WIN32
static ImGuiMouseSource GetMouseSourceFromMessageExtraInfo()
{
LPARAM extra_info = ::GetMessageExtraInfo();
if ((extra_info & 0xFFFFFF80) == 0xFF515700)
return ImGuiMouseSource_Pen;
if ((extra_info & 0xFFFFFF80) == 0xFF515780)
return ImGuiMouseSource_TouchScreen;
return ImGuiMouseSource_Mouse;
}
static LRESULT CALLBACK ImGui_ImplGlfw_WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam)
{
ImGui_ImplGlfw_Data* bd = (ImGui_ImplGlfw_Data*)::GetPropA(hWnd, "IMGUI_BACKEND_DATA");
ImGuiIO& io = ImGui::GetIO(bd->Context);
WNDPROC prev_wndproc = bd->PrevWndProc;
ImGuiViewport* viewport = (ImGuiViewport*)::GetPropA(hWnd, "IMGUI_VIEWPORT");
if (viewport != NULL)
if (ImGui_ImplGlfw_ViewportData* vd = (ImGui_ImplGlfw_ViewportData*)viewport->PlatformUserData)
prev_wndproc = vd->PrevWndProc;
switch (msg)
{
// GLFW doesn't allow to distinguish Mouse vs TouchScreen vs Pen.
// Add support for Win32 (based on imgui_impl_win32), because we rely on _TouchScreen info to trickle inputs differently.
case WM_MOUSEMOVE: case WM_NCMOUSEMOVE:
case WM_LBUTTONDOWN: case WM_LBUTTONDBLCLK: case WM_LBUTTONUP:
case WM_RBUTTONDOWN: case WM_RBUTTONDBLCLK: case WM_RBUTTONUP:
case WM_MBUTTONDOWN: case WM_MBUTTONDBLCLK: case WM_MBUTTONUP:
case WM_XBUTTONDOWN: case WM_XBUTTONDBLCLK: case WM_XBUTTONUP:
io.AddMouseSourceEvent(GetMouseSourceFromMessageExtraInfo());
break;
// We have submitted https://github.com/glfw/glfw/pull/1568 to allow GLFW to support "transparent inputs".
// In the meanwhile we implement custom per-platform workarounds here (FIXME-VIEWPORT: Implement same work-around for Linux/OSX!)
#if !GLFW_HAS_MOUSE_PASSTHROUGH && GLFW_HAS_WINDOW_HOVERED
case WM_NCHITTEST:
{
// Let mouse pass-through the window. This will allow the backend to call io.AddMouseViewportEvent() properly (which is OPTIONAL).
// The ImGuiViewportFlags_NoInputs flag is set while dragging a viewport, as want to detect the window behind the one we are dragging.
// If you cannot easily access those viewport flags from your windowing/event code: you may manually synchronize its state e.g. in
// your main loop after calling UpdatePlatformWindows(). Iterate all viewports/platform windows and pass the flag to your windowing system.
if (viewport && (viewport->Flags & ImGuiViewportFlags_NoInputs))
return HTTRANSPARENT;
break;
}
#endif
default: break;
}
return ::CallWindowProcW(prev_wndproc, hWnd, msg, wParam, lParam);
}
#endif // #ifdef _WIN32
//-----------------------------------------------------------------------------
#if defined(__clang__)
#pragma clang diagnostic pop
#endif
#endif // #ifndef IMGUI_DISABLE